Result Only Work Environment [closed] - project-management

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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.

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

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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.

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.

How to deal with rapid project spec changes in a tight deadline scenario? [closed]

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How to deal with a project manager that imposes really tight deadlines but with a day or so before the deadline brings in new features and spec changes to implement, with another tight deadline.
The worst thing about this is that most of the new stuff leads to major rewriting of the existing code, as previously implemented business rules are no longer applicable or "gain" strange corner cases that need to be treated separately.
It seems that no matter how hard we try to make the system extensible, there always are things that come up literally in the last moment and need to be implemented and supported quickly.
How could I deal with such a situation? It's being really demoralizing and one colleague has already quit the team.
It's true that no matter what you do, you're human and you'll make mistakes or miss things. That said, regular changes to your requirements are most often the result of either poor requirements or poor develoment process, or both.
Some Design Up Front?
Business analysis is regularly given the short shrift by developers, project managers, etc. Most devs just want to start hacking away on day 1, and most PMs love to let them: "Wow, we can move from the project initiation phase to the construction phase in 1 day without any of that ridiculous business analysis stuff taking up time! That'll look great for completion bonuses!" But remember that the PM's primary job is to keep the project under control (on time and on budget) ...not necessarily to make users happy and certainly not to make developers happy. That's not to say they are totally heartless; good PMs will achieve their goals by enforcing scope control and fostering communication, both of which are helpful.
But taking the time to really think about what's needed and stepping through possible scenarios can make a serious difference in the issues you're dealing with.
If you have made an effort to do thorough business analysis and you're still ending up with last minute changes, then perhaps your problem is another classic challenge: disengaged users. Your subject matter experts are your top weapon in dealing with and identifying those corner cases. If you have users that are not engaged in the analysis process, get better subject matter experts.
It's also possible users are disengaged because they are too busy doing their regular work. In that case it's a management issue and they need to be given instructions that project participation is part of their jobs; that's hard sometimes because often the same management that told you to "get it done yesterday" is the same group of knuckleheads that is expecting the project to happen magically with no hiccups and without any resources (they are common in that they don't understand the complexities of custom software development and assume it is easy). If management is clueless and won't change...well, you have to either work overtime and deal with the issues you've described, or get a new job.
Can Agile Help?
It'd sure be nice if your users would tell you about those corner cases earlier rather than later, right? This is related to what Toby Hede discussed in his post. Perhaps a methodology that gets the software in front of the users as soon as possible, even in an unpolished state, can trigger feedback sooner. That was one of the inspirations for all the agile concepts. The creators were tired of dealing with the issues you describe and they also realized that if management and users weren't going to change, then maybe the development could. It's still development, but there's an emphasis on getting early feedback through a variety of techniques (have subject matter experts co-located with the dev team, getting rough prototypes into user hands sooner, pair programming to captalize on developer experience, and lots more). All this is because it's understood we're human and we're going to miss things.
Finally, you mention you're trying to make the system extensible to help with the rapid changes, but how? Are you separating presentation logic from business logic? Are you encapsulating business logic in objects, partitioned appropriately to minimize dependencies and coupling? All of those things are tough to do and can take time to plan and build.
You're not alone, by the way. Lots (maybe all) shops have these challenges.
Don't let them impose the deadline in the first place.
You have 2 options
The PM gives you a list of features and you tell them when it'll be ready.
The PM gives you a list of features and a deadline. You then tell them which features you'll implement in the given time.
If the PM is your manager or has the authority to impose deadlines + number of features, then I'd be looking for a new job. careers.stackoverflow.com
If the PM isn't your manager then you need to get your manager on board and have them give the PM their options from the above list.
This stuff is really challenging to deal with. The real problem here is that you don't actualy have a process.
The answer really depends on the political situation in your organisation and how much eneergy you have to drive change.
In the past I have attempted to introduce process change to several organisations and it has always been a struggle. It is possible, however.
I would have a look around at some methodologies for managing software development. I use and recommend Scrum, for example.
In a situation with rapid change, working on short iterations that have clearly accountable goals can be really helpful. You will probably need to champion and manage your Project Manager, but it sounds like the current "process" is clearly not working, so selling a new process actually becomes easier - you have solid business case for improvement.
A solid process will help you "push-back" on changing requirements. Rapid reactionary change is often a symptom of broader issues in organisational direction and strategy and it is in everyone's interest to fix this problem within the organisation.
This is one of the major challenges you will face as a developer.
One good technique I've used in the past is to ask questions. When you get the specs, find something in them which needs clarification from the final users. This always slows things down, and raises the possibility in managers minds of risks.
Make sure that your project manager knows the risks involved in implementing late changes for a project.
Have you and your team tried discussing about this with the manager himself? That's the first thing you should do.
He might not have that much experience with the development process, hence the constant tight deadlines and very late major changes. I've seen such cases, people who couldn't develop but thought they could do a better job at PM.
From sitting and talking to him there could come out two thing, depending on his personality/professionalism. He'd accept your points and try change the situation for the future or he'll be a smartboy and won't give in a bit, in which case it is worth escalating the situation to a higher level. I don't think there is any company that will happily accept losing developers.
Alternatively, his manager could be all over him. And that's a problem.
If nothing works out, as already suggested, changing the job is a fair thing to do.

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.

Obtaining Management Buy-in on Process [closed]

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The company I work for has historically had very little process as far as software development. Currently we don't really follow any specific method. The problem is of course it makes it difficult to plan, successfully have a decent release or even attract good software developers.
I think I may be able to convince them to do some sort of Scrum process. Key however is getting management/owner buy-in. The idea of locking into specific features for any period of time I think scares them off.
Does anyone have any suggestions on how I can make my case?
So far I plan to:
Give presentation on how Scrum works. how I see it working with the people we currently have and how it will benefit the business.
Ask for training for specific people so we aren't "making it up as we go along"
Set a date to implement, there is some planning and loose ends I probably have to tie up to start a process fresh.
If your projects are like the standard / typical IT projects, then chances are your projects have failed, or been buggy, or cost too much, or didn't do what the customer (internal or external) needed, or took too long to develop.
If you are going to advocate a process, it needs to be shown that you will not lose flexibility just to have structure.
Points to make to decision makers:
Having a Scrum-like process will improve how much information that management has at its fingertips, and allow them to make decisions more quickly. Consider the scenario that you have a 6 month project. Well, with no processes, how do you know how much work is done until it is released? With Burndown charts, you can track how much time is left in a visible way. If you couple that with TDD, where you define say 100 test cases, they can see that 50% of the test cases are left to get working, but from the burndown rate there is only enough time to do 25% (remember Managers like it simple, so this isn't a perfect state of the project, but it is an easy to understand one that was better than what they had before). .e.g. they will feel more in control because the projects have better visibility.
Having process allows you to improve quality, which long term will result in less bugs, less time spent on bugs, more knowledge transfer (what happens if your star developer is hit by a bus), and all this means that the company will get developers focused on a better product than on continuously fixing bugs. e.g. this will save them money
A small set of changes will be implemented first. This will be a proof of concept, and safe and easy to back out of if needbe. e.g. this shows that you are mitigating perceived risk . And you need to mitigate perceived risk because that is what they'll be focusing on. That said, you will want to gather some data before you even make the proposal. Why? Good question: you need a baseline for 2 reasons:
You'll want to know how much the changes have helped. So you can propose more changes.
You'll likely have a manager complain about a problem while the proof of concept is going on. You'll want evidence that shows that problems in a chaotic process free environment are the norm, and this is not a worsening of the state, and perhaps a slight improvement. You can bet on something going wrong in a process-free environment. And you can bet that the proof of concept process changes will be blamed. So be ready for it.
In my experience it's easier to sell management on a design methodology or practice after it's been piloted once. I would cherry-pick a small project, usually internally facing if possible, and ask to "pilot" your new scrum process. Generally it's a lot easier to get people to buy into a pilot because they only have to commit on a limited basis.
As your new scrumified pilot project moves along, be sure to document (post-its, notepads, Word doc, whatever) how scrum is making your project more or less successful than the previous (lack of) method. Be brutally honest here, and try to quantify things in real terms whenever possible.
After the project completes, compile your notes and present to management your findings using the completed project as evidence. Use findings such as:
"product backlog provided users with real sense of progress on featureset X"
"pigs/chickens meetings style saved X man/hours a week by keeping meetings in control"
"sprints allowed developers to work more closely together and resulted in X% less buggy code"
Generally, if you can bring leaders to a spot where they can draw dollars-and-cents conclusions, they will go for a new product or methodology. Also, and this is important as well, be prepared to walk away from your original process ideas if you find them not bearing out during the pilot.
Good luck and happy productivity!
You can sell Scrum as a "No Lose" proposition. Look at what happens when you use Scrum:
All development work is always focused on the highest priority tasks.
Progress is 100% open, and inspected daily.
Users/customers get to examine the progress at the end of every iteration.
Shifting requirements are handled automatically.
The only reasonable objection that I've ever seen to Scrum is that it isn't really possible to predict how much a project will cost, or how long it will take. This is because Scrum acknowledges that everyone will learn as the project commences, and the requirements will change. Waterfall pretends to be able to do this, but we all know how well this works.
Run the Joel Test to determine how much work you have to do. If you are having trouble estimating release dates, look into Evidence Based Scheduling.
Provide some sort of argument that shows how Scrum will address past pain points experienced by the key decision maker. Extra points if you can also provide evidence that demonstrates this.
Keep in mind that it is also possible that you don't have a process because the management doesn't know and doesn't care about it. If your managers have no interest or no understanding of a process, such a process could also be started by getting all the programmers to agree to it (or at least team leaders) and telling new employees, "this is how things are done." Of course, it is necessary that you pick a process that is compatible with your manager's requirements if you do this (e.g. if your managers ask for daily updates on milestones, don't pick a process that has no coding for the first two weeks).
This is really only appropriate if you have a discussion with a manager and their basic reaction is "It doesn't matter, as long as you keep writing code." If you present a process as being a means to redistribute order of work done rather than as one which adds new work, you're more likely to succeed in such an approach.

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