How to prove to colleagues that use-cases are important? [closed] - project-management

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... and how to prove to management that use-cases can be informal and still useful?
Hi folks,
I came in the middle of a project and found out that there are no use-cases, user-stories, requirements, neither anything similar to a specification. Since the deadlines are short, the current dev team don't want to spend time on such things. I wanted to join that project, but by digging more I found out that the current development adds features just by considering their "wow-effect" and chooses what to add just by using the easiness that the underlying technology provides. I was surprised how they have managed to go so far (more than 4 months) without requirements, but this is what we have now. I believe that the way they have chosen is the most sure one to kill the product which has a good marketing value.
Am I right, and what would you do in a similar circumstances to prove the dev team/management to make use-cases/requirements before moving forward? Thanks in advance, kh.
P.S. Two copies of Cockburn's book are on the bookshelf...

You should give your colleagues the use-case spiel :D Tell them that use-cases are useful as they're:
A way of capturing business processes in a manner which is reasonably comprehensible by all stakeholders. This helps to bridge the gap between programmers, clients and users.
Traceable units of functionality. Use-cases are formed (ideally) in the analysis phase, referenced in the design phase, and can be used as sources for test cases later on.
Quick and easy to write up and useful, even if informal.
If you need more ammunition, you might want to read Use cases - Yesterday, today and tomorrow by none other than Ivar Jacobson.
If your colleagues still can't see the potential usefulness of use cases as a business analysis tool, then they're probably beyond help :P You should remind them that they're developing software to meet other people's needs and solve their problems in the long term, not to ostentatiously impress them in the short term with petty gimmicks. And so a little bit of direction and specification helps. Even if the use-cases themselves don't prove to be that useful, the simple act of coming up with them will force your colleagues to consider the actual underlying purpose of the software.

Ask questions, of both sides. Of development, ask them if they are certain that all of the ways in which they have considered using the application are all of the ways in which the end-users will want to use it; if they say they have, ask for proof. Of management, ask if they've ever used software that does everything they want, but still ends up being hard to use (they will have). These questions will seed the concept that what will be delivered might not be what is desired, on both sides; use that seed of an idea, then, to open up discussions (not documents, not at the start) on how the software will be used, and in what way any differences can be resolved. They'll get around to use-case documents eventually.

I am a product manager by profession, and my first reaction to your post is that ideas can come from anywhere, and if the dev team has decent ideas they should be incorporated into the product.
Having said that, a product can not develop a soul (a simple message) through a string of disconnected ideas that do not serve the ultimate purpose: solving the needs of a target user. And, ultimately it boils down to making the case that time is better spent on requirements/use cases that make sense for the product, while the opportunity cost of not having a clear strategy/end goal will lead to too many chefs and a jaded product message.
The ultimate way to make this message hit home is to involve other stake holders and have development demonstrate their work. Eventually, there will be disagreement and a more formalized (less cowboy) approach will lead to a more refined and simple product.

One of the problems you mention is tight schedule and scope creep induced by the devs themselves. Explain them, that by using use cases you can earn time by dropping features, which will potentially end up on the "never used" pile. With use cases you can find out what are the features customers need and will pay for and by removing unimportant features out of the scope you would have time to implement. Use cases apart from defining the scope also help to identify all the stakeholders, which might help you to focus even better while defining the scope and prevent forgetting about trivial things, which are not so apparent, but are a must if the product should be usable. The third most important thing about use cases is that they allow you to start thinking about corner cases which might be important for the customer before development and therefore you can find out with the customer what would be the ideal solution instead of letting the coder decide on his/her own under pressure of deadline.

Just show them.
Example is not the best way of educating people, it is the only one.

Lead by example focusing on extensions and exceptions. In other words emphasize the failure scenarios because everyone knows how the system should work. The real value of written Use Cases is identifying what should happen when something goes wrong.
That noted, consider you may have to live without written use cases. And, for the environment you describe, a major win is any sort of requirements documentation. Screen comps and/or prototyping are often easier to introduce.

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What's your leadership style in IT? [closed]

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I recently got promoted to be the Project Manager/Supervisor. What do you think the leadership style a managerial role in Programming Dev't should have?
What's your style?
Hands-off, servant leadership, unofficial or "tribal" leadership over traditional management, seem to be all the rage these days.
Basically getting out of the way and allowing the team to get their job done seems to make sense to me, but it all depends on the culture.
I would say an effective manager would already have a style, and know how he wants to work, whereas a less effective manager would probably learn from other senior managers and simply emulate "however things get done around here". Actually in a lot of places the latter is the only choice.
If you have the freedom to do things the way you want, I would probably prefer to borrow ideas from the agile/lean camp than the more traditional PMI/Prince2/PMBOK camp, but it all depends really.
The job of a manager is to get out of the way and let the developers do their jobs. If they encounter an obstacle it is your task to remove the obstacle.
I do not believe to simple management guidelines. In an ideal world, the job of a software manager would be to just provide food, computers, electricity and salaries, but we are hardly in an ideal world.
In a way, being a manager is a highway to frustration. There are few opportunities for a direct contribution to the project, you spend most of the time on planning, meetings, writing reports, and proposing future projects. In a nutshell, you have the responsibilities, while they have the joy of building things. In order to avoid quitting the job due to lack of fun, one needs to find a proper motivation which would justify the troubles.
Now, different people are motivated by different things. Some people like to participate in group efforts, some like the achievement in building things which can't be built by a lone enterpreneur, some like the power, some like the money. I think that a management style should be tailored to the intrinsic motivations of all of the involved parties. For example, it is useless to try to motivate your coworkers with money if they are primarily interested in building cool things (and vice versa).
A key competence in managing people is being able to address conflicts as early as possible. The conflicts range from trivial (X keeps committing buggy code to the repository) to critical (we need to hurry up in order to hit a deadline). I think it is very important to be able to express such concerns frankly and clearly, regardless of the managements style. Thus, at the end of day, oral communication capacities would be at least equally important as the management style.
I dont think it matters alot what style you choose. When leadership is "broken" it usualy is due to more basic things not done right.
Consistency: stick to your style unless you are sure it doesnt work out.
Honesty: Might seem obvious but when "fooling arround" too much with carrot and stick it can get out of control
Respect: Tech-Guys have all different characters but grasping what they value is easy - being passionate about technology and using it in professional way will open hearts. Waveing about your iphone showing off fancy looking but technologicaly trivial apps might result in the opposite ;)
Lead by example: You techs do extra hours? You do extra hours too!
Motivation: You dont need a jungle camp every 3 weeks but you can still help everyone to feel better about seeing each other more often than the family. Implement a friday afternoon beer-session if that is acceptable (be strickt about times though, no drinking before 6pm for exmaple). Show interest in what people are working on even if you are not part of operations. When working on abstract subjects people can have a hard time to put into relation what value they add to the company and to the team. When "in the jum" programmers particularily can become like lone astronauts - Having a broader understanding about your business you will need to remind people about the mission (though thats PM tasks mostly, but no PM is perfect too)).
In the end you are good leader when your team says "WE did it!"
There are plenty of methods with catchy names, but in general I prefer the management style to be lightweight and encourage communication.
I suspect a lot of us have had the experience of having to spend more time filling out forms than actually developing. Than is both frustrating and unnecessary. Controls are important, but a new form is not the solution to every managerial problem.
As far as communication goes, many managers seem to believe that it will work if everyone reports up to them and then they send the collected information back down. That can really lead to disaster. The team needs to communicate with each other well and often.
Finally, I'd like to throw in that as tempting as it is to take a new resource for a project and get them developing as quick as possible, I think it will always work out better in the long run to hold off and get them properly trained and oriented to the project.
My style is a combination of Attilla the Hun, Napoleon Bonaparte and Nelson Mandela. Whatever you do, don't try to adopt my style.
More seriously, to be a good leader you have to develop your own style and you have to integrate that into the culture of the organisation you work in. So, the answer to your question must start with asking yourself some penetrating questions and giving honest answers to them. You must also take some time to understand the traits of the individuals in your team and figure out what makes them tick and how to motivate them as individuals. What works with one may not work with another.
And, while I'm writing, I'll direct a passing kick at the respondents who suggest that it is a manager's job to get out of the way and let the team work: it's the manager's job to manage, you have people you work for who have certain expectations of you and you have to pay attention to them as well as to the losers on your team.
I write 'losers' because you have just been promoted and they haven't. Sure, you have to lead them to great achievement but you won't do that by keeping out of their way, you'll do it by leading them in the right direction, with the right mix of carrot and stick. Oh, and don't let them know that you think they are losers, it will upset them.
First of all; if you try to adopt a "style" that's not your own, you will most likely fail. You basically just have to be yourself! (That's probably why you got promoted in the first place) That said, there are some theorems to embrace, one beeing "you can always be a better leader" ;) I guess that's part of why you posted this question. My advise is to support your co-workers, and remember that it's your job to make them as good as possible. Try to keep yourself on top of all that happens within the project and encourage communication within the team. Agile style development helps with that. Also, try to put yourself in your co-workers shoes and try to imagine what they expect and want from you. Best of luck
There is no one "style" that you can or indeed should focus on. The reality is that you are now a people manager and people are all different. You need to learn to recognize the differences in the people you are managing and respond accordingly. This is a technical role, so if you have some technical understanding then this will assist with gaining respect of the team.
Some people need to be told what/how, some people need a gentle prod and some need full ownership of a task. Learning to spot the differences is where you need to apply yourself.
Typically people fall into 4 distinct camps with different names depending on the management course of the day :)
Beginner, highly motivated, not much experience, needs a more directive approach
Learner, more capable, but may be experiencing frustration, needs coaching
Performer, very capable but may lack confidence, needs supporting in their approach
Achiever, capable and committed, needs delegation of tasks
Management 3.0 Leading Agile Developers, Developing Agile Leaders by Jurgen is a book dedicated to answering this questions. http://www.management30.com/. His home page is here http://www.jurgenappelo.com/
In his book and class, he refers to Martie, the Management 3.0 model. It is composed of
Energize People
Empower Teams
Align Constraints
Develop Competence
Grow Structure
Improve Everything
An excellent introductory presentation can be found here: http://www.slideshare.net/jurgenappelo/what-is-agile-management
Jurgen's two key takeaways.
A software team is a self-organizing system. Support it, don't obstruct it.
Agile managers work the system around the team, not the people in the team.
Enjoy.

organizing code and how to hit deadlines in a programming deadline [closed]

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I know this may not be exactly a coder question, but I feel it is still related to programming because I'm sure many developers have come across this before and might have some insight on how to resolve this or have advice. There is an actually programming question though.
My issue as a developer.
I work in a small company, roughly 15 people, 5 of which are developers include myself, the rest are tech support and management. Problem I'm having is, when we get a SOW (Statement of Work), our clients give us a rough description of the project they are requesting, which usually is a 1-3 page brief description, usually including a Visio document, now as a programming, I'm responsible for going over the document and relaying a time-line on how long it should take me to complete the project.
Unfortunately, there have been times, not only me, where we under-estimate the project because we didn't fully get into it till we actually developed it, which ends up slapping ourselves in the face, because my boss is upset because he is being hounded by the client, who is now upset because we missed our promised deadline.
My question is, how do you guys handle organizing basic project description when you need to give deadlines on more concept, and do you have any ideas on how to organize it.
I'm thinking of going to my boss and suggesting, instead of always pushing a estimated deadline to our clients which expect us to hit that, we should write up a detailed document that is more step-by-step (more like what to do) on how to develop the application they want, it may take a lot more time, but least if the project is moved to someone else it is laid out for them, and when I usually get back to it 4 months later, I don't have to refresh up again, I can just follow the steps I wrote.
What do you guys think? Ideas? Or better ways to handle this?
If you switch your development to using an iterative methodology (Agile, XP, Scrum, etc), then the customer will see results much earlier than any deadline you feel you have to promise - usually every 1 or 2 weeks.
The moment they see what you've developed, I can pretty much guarantee that they'll make changes to their initial requirements as they now have a visual representation of the product and it may not be quite what they were thinking of. Some of their changes might be quite radical, so best to get the feedback as early as possible.
In all the projects where i've insisted we do this, the customer was delighted - they saw the results early, could influence the project outcome, and we hit their end deadline. Unexpectedly, a whole load of features got left behind and - guess what - the customer did not mind at all as they got the top features they wanted and put the project/product straight into production as they'd had lots of time to refine it to suit their business, so they were already familiar with it.
It takes a lot of effort to get management, sales, creative, etc, to all buy-in to an iterative style, so you may need to implement a hybrid solution int he mean time, but in my experience, it is well worth it.
If a complete shift to iterative is not possible, split your project into tangible milestones and deliver on those milestones. As others have said, inflate your estimates. My previous manager doubled my estimates and the sales team doubled his too.
Inflate your project deadlines. It's something that most programmers should do (and I quote the VP of Freeverse, the company that I work at):
It is a well-known fact among people
who work in the software industry that
the last 5% of development always takes the longest.
If possible try to divide the higher level tasks as much as possible so that you can get a better approximation of how many man hours that sub-task would take.
Also, adding hidden buffers to your task execution helps in covering some of the unseen contingencies.
cheers
If you mock up (balsamiq or whatever) with your customer, you will get more details. Armed with those details and some experience, your estimates will be more accurate. And then double it and add 4 (hours,days,weeks,months)
First, unless you systematically under-estimate, your boss should not get upset. It's his job to answer to the client, and he should know that by definition, an estimate is NOT the future. Statistically, sometimes you should deliver earlier, sometimes later.
Personally, I think that the frame of "how long will it take" is not exactly the right discussion to have. Software development is a risky business, and change/surprises happen all the time. One approach which helps is to focus less on the "right" number, and more on the volatility. Look at the project, and consider the places where you are pretty clear on how long it will take (you have done it before and understand it well), and look at the places where you have uncertainty (unclear requirements, new technology), and for these, think about how bad it could go, and why. That will help you get not one number, but rather boundaries: what you think is reasonable, a worst-case scenario, maybe a best case scenario (which the client should never see :) ) - and convey that information to your boss, so that he can manage accordingly.
Additionally, this will allow you to identify the danger points of the project, and you can then prototype accordingly - look into the uncertainty points as early as possible, so that you can tighten up the timeline fast, and have early warnings for your boss and the client.

Result Only Work Environment [closed]

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I would like to set up a ROWE for my dev team: Result Only Work Environment.
Basically, people work how they want, when they want, as long as the work gets done.
This environment has been a huge success for Best Buy: increasing productivity and reducing turnover.
Does anyone have any advice for making this work for a dev team?
Edit:
More details: I will be leading a team of 3 other fairly experienced developers. I plan on standardizing the basic processes, such as version control, bug tracking, code review, planning, testing, etc. "How they want to work" more refers to how they manage their time: i.e. scheduling meetings, pair programming.
If you have other departments in your org., consider managing their expectations as well. It will be difficult to convince them that their project is going to take longer (throw in all the technical jargon you can think of) than you thought when they notice your team is never around (in their eyes).
You'll still have to have realistic expectations in your planning. Are you really allowing for flex time when they have 10 hrs of work to do that is due in 10 hours? How are you going to handle trouble-shooting issues that get escalated to the dev team?
One developer could be consistently better than the rest/take less time, but the team may feel this person has a lighter workload. Get ready to crush some egos.
I guess pair-programming is out?
The answer to this question is going to vary depending on the size and culture of the organization. Some would also argue that the process can matter, and you don't want your people taking any approach to achieve a result at the expense of something which they do not feel as as important.
Can you provide more info on the size of the organization and what working there is like today?
Make sure you hire the right people, you might find they work more than they WANT to admit X-).
Programming is more than a job, its a passion, and if you find the right person to fit your environment, performance measures go out the door, as the do it for the love of it.
WHEN they want will be easiear than HOW they want. I wouldn't give that much freedom to devs. IMHO, this would lead to a total mess of code.
There's very few very good developers out there today and those that are good enough should be made development leads and make the global decisions. Others should just follow the instructions or all hell can break loose.
You need to define what the results they're meant to achieve are clearly and completely unambiguously so they understand what they can control (essentially how they work, the order they develop things in and so on) and what they can't (usually what they're expected to deliver - both in terms of actual product and supporting materials such as progress reports - and when it's all meant to be delivered). You also need to let them know what resources they have - can they order high spec machines or order new software for instance or is that all decided?
I'd also ensure that one of their early deliverables was a schedule of completed milestones against which you could measure progress and agree with them what happens if they start missing milestones.
But I am slightly dubious about the idea that you're going to define version control, bug tracking and so on. Surely these are things you should let them decide? After all they're part of the process. Personally I'd state that they must have version control, centralised defect logging and so on but the mechanisms, tools and processes should be up to them.
It feels a little like you say you want to create a results only work environment but you don't quite trust them. If you're saying what you're going to do is create a ROWE then you need to make sure it's just that otherwise you're really only doing half the process and those situations rarely deliver the benefits people are hoping for.
After all, either you trust them or you don't but if you can't trust them to work out how to do version control which is frankly second nature to developers, you probably shouldn't be trusting them with the schedule which is normally a far less straightforward matter.
Results oriented means that you must trust your developers to make the best decisions. Some people love this freedom. They cheer when they have the freedom to use a wrench as a hammer if it meant quicker results, rather than switching tools just to nail a picture on the wall.
But sometimes it could be damaging. Processes are designed for maximum productivity, efficiency, and effectiveness, with all kinds of safety measures. With the wrong subversion tool, a developer could easily slip and delete all history of all work done by the team, thus eliminating the magical "undo" feature.
In another case, most fresh grads (that I know) don't have the knowledge or capacity to make decisions on their own. They may not produce as fast as they would be able to with someone barking orders at him/her. One of the most distinguishable characteristics of a fresh grad is when he is stumped or doesn't know what's going on, he doesn't ask for help.
Your developers must have the right set of mind in order to achieve goals. Freedom is good, but monitor and make sure it's the correct way to go.

IT evaluating quality of coding - how do we know what's good? [closed]

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Coming from an IT background, I've been involved with software projects but I'm not a programmer. One of my biggest challenges is that having a lot of experience in IT, people often turn to me to manage projects that include software development. The projects are usually outsourced and there isnt a budget for a full time architect or PM, which leaves me in a position to evaluate the work being performed.
Where I've managed to get through this in the past, I'm (with good reason) uneasy about accepting these responsibilities.
My question is, from a perspective of being technically experienced but not in programming, how can I evaluate whether coding is written well besides just determining if it works or not? Are there methodologies, tips, tricks of the trade, flags, signs, anything that would say - hey this is junk or hey this is pretty damn good?
Great question. Should get some good responses.
Code cleanliness (indented well, file organization, folder structure)
Well commented (not just inline comments, but variables that say what they are, functions that say what they do, etc.)
Small understandable functions/methods (no crazy 300 line methods that do all sorts of things with nested if logic all over the place)
Follows SOLID principles
Is the amount of unit test code similar in size and quality as the code base of the project
Is the interface code separate from the business logic code which in turn should be separate from the infrastructure access code (email, database, web services, file system, etc.)
What does a performance analysis tool think of the code (NDepend, NDoc, NCover, etc.)
There is a lot more to this...but this gets your started.
Code has 2 primary audiences:
The people who use it
The people who develop it
So you neeed 2 simple tests:
Run the code. Can you get it to do the job it is supposed to do?
Read the code. Can you understand the general intentions of the developer?
If you can answer yes to both of these, it is great code.
When reading the code, don't worry that you are not a programmer. If code is well written / documented, even a non-programmer should be able to see guess much of what it is intended to achieve.
BTW: Great question! I wish more non-programmers cared about code quality.
First, set ground rules (that all programmers sign up to) that say what's 'good' and what isn't. Automate tests for those that you can measure (e.g. functions less than a number of lines, McCabe complexity, idioms that your coders find confusing). Then accept that 'good coding' is something you know when you see rather than something you can actually pin down with a set of rules, and allow people to deviate from the standard provided they get agreement from someone with more experience. Similarly, such standards have to be living documents, adapted in the face of feedback.
Code reviews also work well, since not all such 'good style' rules can be automatically determined. Experienced programmers can say what they don't like about inexperienced programmers' code - and you have to get the original authors to change it so that they learn from their mistakes - and inexperienced programmers can say what they find hard to understand about other people's code - and, by being forced to read other people's code, they'll also learn new tricks. Again, this will give you feedback on your standard.
On some of your specific points, complexity and function size work well, as does code coverage during repeatable (unit) testing, but that last point comes with a caveat: unless you're working on something where high quality standards are a necessity (embedded code, as an example, or safety-critical code) 100% code coverage means you're testing the 10% of code paths that are worthwhile to test and the 90% that almost never get coded wrong in the first place. Worthwhile tests are the ones that find bugs and improve maintainability.
I think it's great you're trying to evaluate something that typically isn't evaluated. There have been some good answers above already. You've already shown yourself to be more mature in dealing with software by accepting that since you don't practice development personally, you can't assume that writing software is easy.
Do you know a developer whose work you trust? Perhaps have that person be a part of the evaluation process.
how can I evaluate whether coding is written well
There are various ways/metrics to define 'well'or 'good', for example:
Delivered on time
Delivered quickly
No bugs after delivery
Easy to install
Well documented
Runs quickly
Uses cheap hardware
Uses cheap software
Didn't cost much to write
Easy to administer
Easy to use
Easy to alter (i.e. add new features)
Easy to port to new hardware
...etc...
Of these, programmers tend to value "easy to alter": because, their job is to alter existing software.
Its a difficult one and could be where your non-functional requirements will help you
specify your performance requirements: transactions per second, response time, expected DB records over time,
require the delivery to include outcome from a performance analysis tool
specify the machine the application will be running on, you should not have to upgrade your hardware to run the app
For eyeballing the code and working out whether or not its well written its tougher, the answers from #Andrew & #Chris cover it pretty much... you want code that looks good, is easy to maintain and is performant.
Summary
Use Joel Test.
Why?
Thanks for tough question. I was about to write a long answer on merits of direct and indirect code evaluation, understanding your organisational context, perspective, figuring out a process and setting a criteria for code to be good enough, and then the difference between the code being perfect and just good enough which still might mean “very impressive”. I was about to refer to Steve McConnell’s Code Complete and even suggest delegating code audit to someone impartial you can trust, who is savvy enough business and programming-wise to get a grasp of the context, perspective, apply the criteria sensibly and report results neatly back to you. I was going to recommend looking at parts of UI that are normally out of end-user reach in the same way as one would be judging quality of cleaning by checking for dirt in hard-to-reach places.
Well, and then it struck me: what is the end goal? In most, but very few edge cowboy-coding scenarios, as a result of the audit you’re likely to discover that the code is better than junk, but certainly not damn good, maybe just slightly below the good enough mark. And then what is next? There are probably going to be a few choices:
Changing the supplier.
Insisting on the code being re-factored.
Leaving things as they are and from that point on demanding better code.
Unfortunately, none of the options is ideal or very good either. Having made an investment changing supplier is costly and quite risky: part of the software conceptual integrity will be lost, your company will have to, albeit indirectly, swallow the inevitable cost of the new supplier taking over the development and going through the learning curve (exactly opposite to that most suppliers are going to tell you to try and get their foot in the door). And there is going to be a big risk of missing the original deadlines.
The option of insisting on code re-factoring isn’t perfect either. There is going to be a question of cost and it’s very likely that for various contractual and historical reasons you won’t find yourself in a good negotiation position. In any case re-writing software is likely to affect deadlines and the organisation what couldn’t do the job right the first time is very unlikely to produce much better code on the second attempt. The latter is pertinent to the third option I would be dubious of any company producing a better code without some, often significant, organisational change. Leaving things as they are not good either: a piece of rotten code unless totally isolated is going to eventually poison the rest of the source.
This brings me to the actual conclusion, or in fact two:
Concentrate on picking the right software company in a first place, since going forward options are going to be somewhat constrained.
Make use of IT and management knowledge to pick a company that is focused on attracting and retaining good developers, that creates a working environment and culture fit for production of good quality code instead of relying on the post factum analysis.
It’s needless to expand on the importance of choosing the right company in the first place as opposed to summative evaluation of delivered project; hopefully the point is already made.
Well, how do we know the software company is right? Here I fully subscribe to the philosophy evangelised by Joel Spolsky: quality of software directly depends on quality of people involved which as it has been indicated by several studies can vary by an order of magnitude. And through the workings of free markets developers end up clustered in companies based on how much a particular company cares about attracting and retaining them.
As a general rule of life, best programmers end up working with the best, good with good, average with average and cowboy coders with other cowboy coders. However, there is a caveat. Most companies would have at least one or two very good developers they care about and try their hardest to retain. These devs are always put on a frontline: to fire fight, to lure a customer, to prove the organisation potential and competence. Working amongst more than average colleagues, overstretched between multiple projects, and being treated as royalty, sadly, these star programmers very often loose touch with the reality and become prima donnas who won’t “dirty” their hands with any actual programming work.
Unfortunately, programming talent doesn’t scale and it’s unlikely that the prima donna is going to work on your project past the initial phase designed to lure and lock in you as a customer. At the end the code is going to be produced by a less talented colleague and as a result you’ll get what you’ll get.
The solution is to look for a company there developer talents are more consistent and everyone is at least good enough to produce the right quality of code. And when it comes to choosing such an organisation that’s where Joel Test comes mighty handy. I believe it’s especially suitable for application by someone who has no programming experience but good understanding of IT and management.
The more points company scores on the Joel Test the more it’s likely to attract and retain good developers and most importantly provide them with the conditions to produce quality code. And since most great devs are actually in love with programming all the need is to be teamed up, given good and supportive work environment, a credible goal (or even better incredible) and they’ll start chucking out high quality code. It’s that simple.
Well, the only thing is that company that scores full twelve points on the Joel’s Test is likely to charge more than a sweatshop that scores a mere 3 or 5 (a self-estimated industry average). However, the benefits of having the synergy of efficient operations and bespoke trouble-free software that leverage strategic organisational goals will undoubtedly produce exceptional return on investment and overcome any hurdle rates by far outweighing any project costs. I mean, at the end of the day the company's work will likely be worth the money, every penny of it.
Also hope that someone will find this longish answer worthwhile.

What should I do? let this product branch in two, or keep it unified [closed]

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I am a first time intern at a large corporation and I created a GUI tool that lets my coworkers visualize the log file that their product produces. The tool, known as MRI, is nearing completion and I face a conflict.
One party, (Two ambitious Indian guys that live in California) want me to adapt MRI to a new format and to display much more detailed information. The current version of MRI is built around the idiosyncrasies of the 20 year old log file format. In my opinion it is a bad idea to attempt to grow a more powerful, more universal tool out of a less powerful and idiosyncratic one (Better to start from scratch; something I probably don't have time to do).
The other party is composed of several marketing types and my father. They are drooling over the shiny new GUI that I slapped on top of their crazy old log file, and every one of them wants some feature that would help them with their day to day work.
Whom should I please? I just want to code. Which path will lead to less dumb conflicts like this?
Sounds like you are getting your first taste of the world of a manager! I'm doing exactly the same thing 10 years later, with a much bigger budget and head count. So it never really ends.
I love the answer about doing some time estimates for each requested addition, and then sitting down all parties and working on a negotiation that gets the greatest degree of satisfication. I'm betting that since you are an intern, and many of the people you mention have seniority, that they will be able sort out amongst themselves who has the biggest stake and most power in the situation. But if not, don't hesitate to act as moderator -- after all, this is your project.
Other things to think about:
Types of stake holders:
Customers - the person who controls the budget is often the most powerful of stakeholders, after all, they control your ability to do the work by controlling your funding. For an internal tool, this is probably an internal stakeholder, but it may be someone from a non-engineering group, if this tool is for a non-engineering purpose.
Users - in the long run, users often make or break a tool. They definitely determine the tool's longetivity. It's not unusual, though, for users to lack advocates. And in a big internal project, it's entirely possible that users are not the customers.
Technical Management - particularly when you are an intern and when you are working on an internal project, technical management is the group that's most important for you (as an individual) to please. They may have their own stake in the feature set, as they may be looking for a certain feature path for the product that fits a long term technological end game. Ideally, they should be on your side, and helping to figure out the best feature set.
In a big company, hopefully these roles are really well defined. Probably with an org chart. But not necessarily. And in a group that's used to working together, they may not make it really clear to a new comer exactly what the official roles are. As the guy doing the work, you're job should be to accurately and honestly tell them your best guess on what effort it will take to get the feature done. And to be open to ideas for making it cheaper/easier.
Negotiation:
The best negotiation advice I've ever gotten was "A good negotiation is one where everyone thinks they won". Sadly, the frequent outcome is that everyone feels equally screwed. The trick between every stakeholder leaving happy and every stakeholder feeling beaten down is to see the big picture and be innovative about getting everyone's needs met. In the end, no one really cares how you do it, if you can make their jobs easier, they will be happy. So finding features that serves everyone well can be the key to resolving the conflict.
Being able to do this well will really make a positive impact on your bosses. This is an extremely rare skill, and this type of finesse does get noticed.
Not having it does not mark you as a pariah, however, not many engineers enjoy negotiation. And it's never worth making every engineer be good at it. It's far better to find an engineering manager who is good at negotiating and to let them be the "speaker for the geeks", so the rest of the engineers can do their work in peace. :)
Sit the two parties down in the same room. Show them a list of the features each has asked for and how long you think each will take. Then explain that all of it is possible but all of it takes time, and ask them to come to agreement on what they would like when. Note down what is agreed and mail it to everyone afterwards so there is a record. Don't forget to pad your estimates to allow for testing and debugging time.
Alternatively, work out who the person directly responsible for managing you is, implement what they tell you (feeding back estimates of how long each thing will take) and tell anyone else who asks you to implement anything to go talk to that person to get it on your schedule; then doing the above management work becomes their problem.
Explain, if doing one of the above does not cause the matter does not resolve itself, that the Californians' features would require a refactor, and if you are going to do that you would rather hold off implementing any features for the other party until that is complete since doing the same work twice is wasteful.

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