What learning habits can you suggest? [closed] - time-management

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Our profession often requires deep learning; sitting down and reading, and understanding. I'm currently undergoing an exam period, and I'm looking for ways to learn more effectively.
I'm not asking about what to learn, or whether to prefer blogs over books, etc. My question is much more physical than that -
What do you do when need to study, and I mean study hard?
I'm looking for answers such as
I slice my time to 2.5 hours intervals and make a break between them, but never during.
I keep a jar of water nearby.
I wake up at 6 o'clock sharp and start my day with a session at the gym.
What good learning habits did acquire, or wish you had acquired?
(I know this isn't strictly programming related, but it is programmers related)

I find the best way to set yourself up for learning is:
Get plenty of exercise and rest
Eat a balanced diet with little sugar and caffeine
Try to find a quiet area conducive to concentration
Try to practice what you learn from a book - theory is ok, but practice embeds the knowledge.

"The best way to test whether or not you know something is to try to explain it to someone else from scratch."
That has to be one of the best ideas I was ever given about knowing whether or not I really know something.

Make sure it's quiet and comfortable around you.
enough to drink and eat
don't just read but take notes, draw mindmaps and the like
don't just read but try
make a report, blog entry, presentation out of what you learned
learn the same thing from different sources: Don't just believe what person A has to say look for, read and understand the opinion of person B and C as well and understand the differences.
take nothing for granted
apply the knowledge to an actual project

I set aside time every day or x times per week. Otherwise I never do it.
I try to have a diff location every once and awhile (home / coffee shop / stay late at the office) keeps the tedium away.
I am careful about the music I use, try to make sure it is relaxing
Sometimes I leave headphones on even if music is off that way people don't talk to me.
I give myself specific goals before each break or for every session.
I reward myself

Read Andy Hunt's "Pragmatic Thinking and Learning" - lots of good suggestions there.

Tony Buzan wrote The Mind Map Book, describing his ideas for note taking. He also has some process ideas that I found very helpful. Foremost was this one: study new material for an hour, then take a short break (5-10 minutes) and then review the new material. Review the new material again an hour later, then two hours after that, then the next day. You need to refresh your exposure to the material multiple times over the course of time to really take it in.

While reading, I make sure I fully comprehend each section in the text before I continue.

Set up a time and take away all distractions. At home/dorm can be rough, so I would use the library while in college. Getting started is usually the hardest part, so don't set a specific time limit for when to quit. It is distracting, and you will be looking at your clock to see "how much longer you have." You don't want to be in that mindset. Work until you feel your brain is starting to lose focus, whether that is lack of comprehension or having to reread simple paragraphs repeatedly. Take a minute or two as a break, then refocus your mind. When that stops working, it is time for a real break.
Are you a night owl or early bird? Each person is different. I am very productive early in the morning, while my wife can barely function. We all have differences, so don't try to fight your nature.
+1 to what everyone else said. Making cheat sheet/notes were a very important part of my studying habits, whether I could use them on the exam or not.

I find it best to be fully dedicated to the task before I start. If you go into something with low morale, you will not do well. If you go into a task with high morale, you will understand things quicker, be able to apply it to real situations better, and will have a deeper comprehension. If I am not fully dedicated, I don't even bother. I've got better things to do with my time then half ass something, and you probably do too.

Expanding on a comment I left, see this article from Electronic Design from a few years ago: http://electronicdesign.com/Articles/Index.cfm?AD=1&ArticleID=5859.
If you can teach what you learned, you know it.
by Louis Frenzel
All learning is self-learning. Professors, trainers, and all teachers just organize and present the material to be learned. They don't teach it to you. You learn it. You're the one who actually absorbs, understands, and assimilates the knowledge by listening to the lectures, reading, thinking, solving problems, and other activities. Self-learning is a natural, human quality. While most of you have used this method in the past, you may want to do it on a more formal basis to speed up and fine-tune your methods. Here's a suggested approach (and trust me on this, you must write it down):
Clearly identify what you want to learn. Write it out.
Write some learning objectives for yourself. These statements clearly identify what you want to know and be able to do. For example, you should write something like "When I complete this learning assignment, I will be able to design and program an FIR DSP filter." The objectives should be expressed in "behavioral" terms, that is, using words that state some measurable outcome.
Identify some initial resources. Start with books at the local bookstore or go to www.Amazon.com or Barnes & Noble at www.barnesandnoble.com. Most cities don't have good technical bookstores, and it's tough to find anything at regular bookstores. Consider yourself lucky if you have a good technical bookstore or a good college bookstore. Plan to get multiple books to give you greater breadth of coverage with multiple explanations, examples, and perspectives. Don't forget to look through your stack of magazine back issues.
Check out online sources. Do one or more Web searches, or go to relevant company Web sites. You may run across an appropriate tutorial, white paper, or application note that will give you what you need. The large semiconductor and equipment manufacturers have tons of stuff on their Web sites, so start digging. Also check out the professional societies and other sources listed in the tables and sidebars.
Watch out for any conferences or seminars on this topic. Usually, such events never occur when you need them, but you might get lucky. If you find one, attend because it will provide a big head start for your own learning.
Organize your materials. Lay them out, mark them up, and then make an outline based on your objectives. See what you have and what you lack, and make an initial list of things to do.
Dig in. Set aside an hour a day or whatever you can to go through the materials. Turn off the radio, CD player, and television. Make a habit of finding some quiet time to read and learn.
Look for a human tutor. You could be working just down the hall from an expert on the very subject you're trying to learn. Pick his or her brain. Ask this person if he/she will help you understand and learn. Take this person to lunch or offer to pay for lessons. Most people will gladly share what they know, if you aren't too proud to ask. The best way to do this is to learn as much as you can on your own. Then, go for the professional, personal help with tough questions or when you get stuck.
Include some hands-on. Is there any hardware you can buy or put together to help you learn it? Maybe there's some software that will help. Buy it or have your employer buy it.
Write a paper or article or teach what you have learned. You have to know it to write it or teach it. There's no better way to learn for yourself than to have to explain it to others.

I generally find it useful to build a "cheat sheet" or other form of summary as I go.
On one hand, it forces me to reinterpret information and figure out what's really important.
On the other hand, I'm building a useful study tool for last-minute revisions, or future refreshing of knowledge.
2.5 hours without breaks seems like a lot. Experiment with different time slots to see what works best (personally, a sequence of 3x(20 work - 5 break) works well)

Pomodoro Technique for time management
http://pomodorotechnique.com/get-started/
(watch "how" tab)
And the code(for programmers)
while(day) {
for (int i = 0; i < 4; i++) {
work(25);
relax(i < 3 ? 5 : 15);
}
}
You should implement methods
void work(int minutes);
void relax(int minutes);
Variable day changes from other threads

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How much time in a week a programmer should spend on coding and learning [closed]

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I am final year college student. I am trying to figure out how much time i should spend on coding and learning.
while (true) {
learn;
code;
}
I have two friends in my university, both studying media informatics, and both were absolute beginners in programming.
The first one reads a lot at home if he has to learn new languages for a project but has never had a private programming project.
The second one reads a bit but has his own python project. A web application for his friends, where you can bet on soccer results.
Both in comparison:The first guy is slow in programming and always stumble upon simple things and his code can be optimized (in line numbers and comments) at least by 5. And in two days he will stumble upon the same issue again...
The second guy is much faster, can easily read foreign code and languages and stumble upon one problem at most two times, the third time he used what he has learned....
So imho, doing your own project, where you code because you love it, where you work until morning to fix a bug or to finish an implementation, is the very best way to learn!
Surely you've realized that putting a finite measurement on the amount of time you should spend coding, is futile and hugely irrelevant.
Do what you want, but always try and keep up to date.
When I first started programming, it seems that I learn new things by leaps and bounds. Functions, classes, inheritance and etc. But after a while, I realize that you learn by coding. I load myself up with tonnes of reading material - Effective C++, Modern C++, but nothing beats them when I actually sat down and code.
Of course, writing your code the same way over and over again does not make you a better programmer. You have to learn to think - how do I make it reusable? less error prone? portable? immune to changes in other areas of the application? easier to maintain? Is there a better way to do this?
Eventually, the learning peaks, and what you learn are what I like to term as multipliers. It's like knowing that dirname(__FILE__) in PHP returns the current directory which an include file is in. It's like finding out what's a ORM and how by abstracting away the DB you can focus more on the code logic rather than an endless routines of writing INSERTS and UPDATEs SQL statements. It's like learning smart pointers and effective use of STL in C++, using Firebug effectively when doing JavaScript/CSS/HTML...and lots more.
So code; once you get frustrated about something ("There must be a better way to do this than now!"), search for a better way - this is how I learn, anyway.
When I was young:
Monday to Friday, 10am to 7pm, programming in office
Saturday afternoon, reading in Chapters
Monday to Saturday, 9pm to 1am, programming at home
Sunday, drive to downtown and pick up a few books from the bookstore
those were the days when Google was know as nntp
These days:
Monday to Friday, 10am to 7pm, coding in office (too bad I am on web now ;-)
9pm to 1am, coding on my MacBook Air on a few iPhone projects
Saturday and Sunday, coding for another 16 hours
too bad, Google interrupts me too much and I cannot count how many hours are spent on reading blog and pdf books ...
You have to decide that yourself. If you're constantly feeling like you should spend more time coding, then you're probably right. You should never force yourself to the point where the sight of a curly bracket makes you want to puke either. If you're sufficiently interested in programming then the amount of time you spend naturally without slacking off/burning out, will be just fine. (And if you're not, you should cut your losses as soon as possible.)
Be sure that this kind of approach does not make you less valuable of a programmer than the angry nerd in your class who spends every waking hour coding as a part of his masterplan to get back at the world.
the simple answer: do not create some sort of a schedule
why?
you never can know ahead what situation you're in during a certain time, so let's say you set it at everyday at 10am, then suddenly your dog died today at 10am, your family called you to mourn over poor Snuffel...for hours; schedule's all ruined
so what do you do?
code up; if you get tired grab a book or read an article (articles today are really juicy), if you get tired of reading and coding, play games that rattle your brain (yet entertaining, something like Civilizations IV). if you're all rested, fire up your IDE and apply what you just read about. Don't worry if you get it all messy the first time (unless you're a mad genius who certainly will kill himself if he doesn't get something right on his first try).
Note: you should probably set a time for how long you play the game, though:)
My suggestion would be to discover your strengths and if learning is among them, then you may enjoy spending a lot of time learning so do what you want here. Of course one shouldn't go so overboard that things like hygiene get sacrificed, so do try to maintain some basic standard of existing which includes the basics of cleaning your place, yourself, and that kind of thing.
For myself, I'd say that I'm almost always trying to learn something, somewhere. Maybe it is learning about how much patience I have in traffic or how well can I handle this curveball that life has thrown me by my having to do things like income taxes and discover what has changed in the software or tax laws from the previous year. If you look at life as a series of opportunities, you may learn a lot in the world.
In my humble opinion most of the time you are programming. While you program you are learning from experience. This is one type of learning. Another type of learning comes from reading books and other resources (courses, internet, Development conventions). I use books to keep up with technology and to better understand what I am doing. I read almost every day from 0.5-1.0 hour. It depends on your free time and the type of person you are.
Please take into account that there are more ways to learn: code reviews, reading other people's code and I am sure that there are more that I didn't mention here.
Anyway, good luck.
I am guessing the 'learning' here means, acquiring new tips and tricks, grapsing new technology in the market and stay up to date with the trends in technology.
From my experience it is taking around 20% time for learning, and it is mainly because I work on all latest technologies from Microsoft like WPF/Silverlight/Surface. But this % of time will really depends on your personal interest/ organizational interest and the type of career growth you are looking forward to.
And if your job is merely converting domain/business logic to the code which doesn't involve critical technology roadblocks then it might be close to 0% time you need to spend on learning.
Since you didn't present any constraints or conditions in your question then the simplest answer I can give is:
Spend as much as you want.
The very fact you have to ask, might mean you are not ideally matched to writing code. First and foremost you should love coding, and finding out how things work.
This is not a profession where you ever stand still. Totally agree with another poster, in that you should always be looking for a better way, and recognising when there is no better way.
The best software workers - the rockstars if you will - are always on. Any situation can be a teaching. For instance, consider Gregor Hohpe's article Starbucks Does Not Use Two-Phase Commit, in which he analyses how the coffee vendor uses asynchronous processing to maximize throughput of customers' orders.
Coding == Learning
In my opinion.

Becoming the most efficient one-man team [closed]

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Like many here, I am a one-man development team. I'm responsible for everything from gathering project requirements, designing concept-screens, planning and developing databases, and writing all code.
Being a one-man team is nice, but has its negatives. I don't have the ability to quickly consult with other developers, I rarely get a second set of eyes for my code, and I'm sure you guys can come up with many other negatives too.
To make the most of my time, and commit myself most efficiently to my work, what tips or practices could I implement into my day-to-day routine to be the best one-man team possible?
Daily list of what I am going to do.
Remove as many distractions as possible to focus on tasks. Turn off
email, turn off IM, etc... even if
for a set period of time and then
during a break check them.
Take time to learn about other coding techniques, tools and programming wisdom. This I have found to be crucial to my development. It's to easy to just code away and feel productive. What about what could be if you just had some more knowledge / weaponry under your belt to bang out that next widget. I know this one really sounds counter productive but it really isn't. Knowledge/know how is our real currency. The more we know the more we can make a better decision about how something should be done and do it faster.
Take breaks and be aware of your
body. When we are tired we don't
think as well and will make more
mistakes, become frustrated more
easily, etc...
Learn to use the 80 / 20 rule to your
advantage. I don't mean skimp or be
lazy. Often though we will work our
tail off for that 20% when it wasn't
necessary.
Set goals for yourself (daily,
weekly, bi-weekly). Make sure the
goals are also in line with those you
are coding for or you may find you
have wasted some time.
From a technical aspect consider:
Consider Unit testing / TDD. I have found in
my own work that this actually saves
time. It takes a while to get the
hang of but with anything you will
get better.
Care for your code. Refactor it
(especially if you start unit
testing). The better your code is
the easier it is to maintain which
takes less time. The easier it is to
understand the faster you can change
/ implement features.
I'm learning to spend a lot more time planning out my day than I used to. This includes planning out projects, down to writing psuedo-code for the programming I need to do. I find that with all the interruptions in my schedule, it's difficult for me to get started at something. Having everything broken down into small tasks makes it much easier to start after an interruption.
According to operational research, shortest job first is the best scheduler to get most amount of things done.
I write and run integration and system tests, but no unit tests, because I've no need for early (pre-integration) testing: Should one test internal implementation, or only test public behaviour?
A corrolary of Conway's Law is that you need to test the internal software interfaces which separate/integrate developers, whereas a "one man army" don't need to explicitly test his internal interfaces in this way.
A lot of the other tips are good but they equally apply to developers working in a team as well as a lone developer.
I think the hardest thing as a one man team is effective communication with the rest of your company. You will always be a lone programmers voice in any meeting or discussion around how best to build software.
As a result I'd advise trying to improve negotiation skills and focus on improving the way you describe technical concepts in terms a non-programmer can understand. Reading books such as Getting to Yes and How to win friends and influence people are a good way to start.
When there is more than one person agreeing on a viewpoint, the viewpoint automatically gains credibility with those you are trying to convince. In the absence of this possiblity you need to work extra hard at preparing your arguments with well-researched evidence and a balanced view.
I'm in the same situation. There's already a lot of good advice above but one thing I'd add is find when your best coding times are and make sure you're coding during that time. I have a few hours in the morning that I seem to be at my best for coding. I try to keep that time free of all distractions. Plan things like meetings, writing documentation, testing (at least the tedious, repetitive stuff), and all that other stuff for your less productive time. Keep those coding hours when you're 2 to 5 times more productive for coding.
Make sure you refactor early and often. That serves almost like a second set of eyes (for me, at least).
Don't work insane hours (especially tricky if you're working from home). Actually, working less hours often proves more productive as the impending break/end of day pressure increases your efficiency.
You may want to look up Parkinson's Law for work/time management.
I use a text file to collect all the things I do every day. Every time I run into a problem or have a question or find a solution, I add it to my file. It's very low-tech but it provides a wealth of information, like "where am I spending most of my time?" or "how did I fix that problem before?". Also makes it super-quick to give your client a list of hours at the end of your billing cycle.
I also use another text file (per client) that contains all the work items on my plate, arranged in order of priority, and updated frequently. It helps both me and my clients focus on what I should be working on next, so the pump is always primed.
Eventually I'll move away from flat text files to using something like FogBugz, but for now I can't beat the price, or how easy it is to search, or how easy it is to e-mail.

Is it possible manage developers with high turnover if you can't lower the turnover rate? [closed]

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I lead a small group of programmers in a university setting, having just moved into this position last year. While the majority of our team are full time employees, we have a couple of people who are traditionally graduate assistants.
The competition for these assistantships is fairly intense, as they get free graduate school tuition on top of their salary while they have the job. We require that they sign up for at least a year, though we consider ourselves lucky if they stay for two. After that, they get their master's degree and move on to bigger and better things.
As you can imagine, hiring and re-training these positions is time- and resource-intensive. To make matters worse, up to now they have typically been the sole developer working on their respective projects, with me acting in an advisory and supervisory role, so wrangling the projects themselves to fight the entropy as we switch from developer to developer is a task unto itself.
I'm tempted to bring up to the administrators the possibility of hiring a full- (and long-haul) developer to replace these two positions, but for a school in a budget crisis, paying for two half-time graduate assistants is far cheaper (in terms of salary and benefits) than paying for one full-time developer. Also, since I'm new to this position, I'd like to avoid seeming as though I'm not able to deal with what I signed up for. For the forseeable future, I don't think the practice of hiring short-term graduate assistants is going to change.
My question: What can I do to create an effective training program considering that the employees may be gone after as little as a year on the job?
How much time should I invest in training them, and how much would simply be a waste of time?
How much time should they take simply getting acclamated to our process and the project?
Are there any specific training practices or techniques that can help with this kind of situation?
Has anyone dealt with a similar situation before?
Do I worry too much, or not enough?
By the way, and for the record, we do the vast majority of our development in Perl. It's hard to find grad students who know Perl, while on the other hand everybody seems to have at least an academic understanding of Java. Hence this question which I asked a while back.
Why don't you ask the students what they find difficult and make cheat sheets, lectures, etc. for the parts of the job that they have trouble with? Maybe you need to create some introductory Perl lectures or purchase some dead trees. How about a Safari subscription at O'Reilly? I'd ask the students how they prefer to learn, though, before embarking on a training project. Everyone has different learning styles.
I'd also spend some time and capital creating a culture of professional software development at work. It'll be tough since academic programmers are often neophytes and used to kludging up solutions (I'm an academic programmer, btw) but the students will thank you in the long run. Maybe you can all go out to lunch once a week to discuss programming and other topics. You might also want to take some time to do code reviews so people can learn from each other.
With high turnover you definitely need to ensure that knowledge transfer occurs. Make sure you are using source code control and that your students understand proper commenting. I'd also make the students create brief documentation for posterity. If they are getting credit, make them turn in a writeup of their progress once a semester. You can put this in a directory in the project's repository for anyone who inherits it. As mentioned in other posts, a group wiki can really help with knowledge transfer. We use Mediawiki in our group and like it a lot.
One last thing I should add is that I find it helps to keep a list of projects for new developers that relatively easy and can be completed in a month or so. They are a great way for new people to get acclimated to your development environment.
This is a relative question, and should be taken on a case-by-case basis. If the new hire already knows Perl, you don't need to go over this piece of training (yes, you could put Perl as a mandatory prerequisite, but that would significantly limit your applicant pool), and their first bit of training should be something like fixing a bug in an existing application or walking them through an application they will maintain. Though, given that the developers are only there for a year makes me think the development styles are going to vary some (if not a lot).
Getting the new person up to speed with your process is very important, as long as your process works. In this high turnover environment, you should put a strong emphasis on documentation in your process. A Wiki is a great thing to have for this documentation, since it's centralized and any of the developers can access it. Having them try to figure out how a project works by themselves (with little to no documentation) is a waste of both their time and your time.
Perhaps I'm reading too much into the question, but if your university teaches java, why are you using Perl? Wouldn't it make more sense to use the tools that your students already know? This alone would cut the learning curve significantly. [once you eliminate the legacy code of course]
other than that, try:
break the projects up into month-sized bites
overlap the internships by at least 2 months, if not 6, so the new guy can work with and be trained by the old guy(s)
document whatever repeatable processes you have (as was suggested by Mark Nold)
if the grad students are cheaper than full-time pros, quit whinin' ;-) If not, go for the pros.
Have you considered making a "three ring binder" like Macdonalds and many other high turn over industries have? Have one folder which you can print out and hand to the new hire which shows the new hire some basics of getting up and running with Perl in your environment. This should be a "hello world", plus some basic regex and array manipulation. Lastly your manual should go on to show examples of the 5 things you find yourself doing all the time.
The example code may be authenticating users against an external security system, walking through recordsets or using ghostscript to create PDFs. Whatever they are, they should cover the basics of what you meet 80% of the time. More importantly the examples should show users how you expect the code to be written for clarity (eg: naming and approach), and give them some insight into servers and software in use and other practicalities which a generic book won't show them.
You won't get the binder right first time, but since you have a high staff turn over, you'll have plenty of time to test and improve it.
On top of this i would pick a single Perl programming book and give the new user their own copy of your three ring binder, plus "Programming Perl" to keep on their first day. At a cost of $50 per hire i'm sure it's a lot cheaper than the alternatives and you'll have them flipping burgers.... i mean cutting code in no time.
My initial couple of thoughts are that you should:
hire for the position, i.e. it's Perl-centric so make that a big part of the pre-requisites. That way you don't need that piece of training as well.
invest time in the on-boarding process, maybe use a wiki so that you can easily update it to help bringing them on-board.
Edit: Some extra points:
maybe have a chat and see if Perl can be introduced into the curriculum? If not, then make it known six months before the ads go up that applicants need to know Perl. This way you'll get people who have Perl experience and who have actively demonstrated their motivation.
can you open up some small projects so that they could be done by potential candidates during this six months?
approach the design of your large-scale projects so that they can be done in a piece meal manner. This is how The ACE Components have been done iirc.
allow a specific period for documentation and review of the work done by the departing grad student.
allow an overlap period of at least a couple of weeks where the new grad student can work with the departing grad student. They can learn the development environment and they can be guinea pigs for any updates to your wiki.
Still more to come...
HTH
cheers
That is a pickle, but it is not as uncommon in the commercial sector as you would think. I heard a statistic once that the average tenure of a programmer industry-wide is about 18-24 months. Normally I would suggest getting more experienced programmers who would require less ramp-up time and only need to be trained on the problem domain/technology updates and not the basics
I think your best bet is just to ask for about 30-50% more grad students than it will take to actually perform the job to account for the learning and ramp-up time and invest in some additional resources for testing as this environment is a recipe for mistakes since everyone is learning on the job. Also, this is probably difficult given the academic schedule, but try to stagger the start dates as much as possible to maximize the overlap between employees. Pair-programming teams of new-hires/old-hires might also help increase consistency and supplement the training without sacrificing too much productivity.
How much time should I invest in training them, and how much would simply be a waste of time?
Answer: It's not the amount of time or the amount of waste, but perhaps the approach. Would it be possible to video train - video yourself training one person and provide it as training for subsequent students/developers. You can add over time, but it does reduce your time needed to go through the same process.
How much time should they take simply getting acclamated to our process and the project?
Answer: This is all dependent on the person...min. of a day max of 2-3 weeks I would guess on avg.
Are there any specific training practices or techniques that can help with this kind of situation?
Answer: Video training (home made), having the current student/developer create/update a wiki of needed info, points of interest, etc.
Has anyone dealt with a similar situation before?
Answer: Use to be a 12-18 month avg. turnover - I would imagine that it's changed now (longer), but every company has turn-over, but perhaps not forced like yours due to the resource being students.
Do I worry too much, or not enough?
Answer: Knowledge lost through transition is a key risk area...
Is the application something you could consider open-sourcing?

How do you stay focused and ship projects? [closed]

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I find way too many projects to get involved in, way to many languages to play with (and way too many cool features within those languages), and way too many books to read...
How do you guys stay focused and actually get anything done, rather than leaving a trail of partially complete "experiments?"
Seems like there are two types of developers: Tinkerers and Entrepreneurs.
Tinkerers want to know how every little thing works. Once they get the hang of something, they're distracted by everything they don't know. The tech world is brutal for a Tinkerer because there's so much to learn and each new year creates more. Tinkerers are proud of their knowledge.
Entrepreneurs want to know enough to build something really great. They think in terms of features and end-user experiences. You never hear them argue about Python over .NET over Java over C because they just don't care. They're more interested in the result of a language versus the language itself. Entrepreneurs are proud of their user-base.
Sounds like you're struggling with your Tinkerer tendencies. I've got the same problem and have found only one thing that helps - find an Entrepreneur developer that you thoroughly respect. When you put the two together, it's unbeatable. The Tinkerer plumbs the depth of every technical nuance. They keep the Entrepreneur technically honest. In turn, the Entrepreneur creates focus and opportunity for the Tinkerer. When they catch you browsing the Scala site (assuming you're not a Scala developer), they reveal a new challenge in your existing project. Not only that, they're much better at understanding what non-Tinkerers want.
Money, and the feeling of accomplishment that goes along with actually finishing something. When I first thought about working for myself I started coming up with ideas of software that I would develop and then later sell. Of course, I really didn't know if what I was making would actually sell, so it was easy to get distracted and jump at new ideas.
So I decided to go with being a contractor/consultant. When you know that there is a buyer for what you're making, and that somebody is waiting on it, it gives you motivation. If it's an interesting or challenging project, there's a rush associated with finishing it. So that adds extra motivation because you want that rush more and more.
Once I got a fairly steady flow of work-for-hire projects, I found that I can stay focused on my side projects better because I have incentive to practice good time management. I give myself a certain amount of time every day or week to work on my side projects, and it helps me stay focused when I take that time.
Of course, I still go off on tangents occasionally and start new side projects as well, but the ones that I am most interested in I have been able to stick with.
Also, after you finish some projects, then you get a better feel for what it actually takes to go from conception to completion, and it makes it a lot easier to do it again and again.
I think a good programmer may well have lots of unfinished "experiments" hanging around, this is a good thing.
Usually with a good manager, you will be held accountable if your work is simply not getting done. If you're a student, though, it's tougher. I realized that it is impossible to learn everything you want to.
I limit myself to only learning 1 or 2 new languages per year, and only 1 book per month. That seems to be a nice balance between programming chaos and getting my job done well.
Kudos for having a great learning attitude :)
Probably the best motivator (for a team or an individual) is to set goals early and often.
One of the best methods I've observed in project management was the introduction of "feature themed weeks" - where the team (or an individual) was set goals or deliverables which aligned under a general flavour, e.g "Customer Features", "Reporting and Metrics" etc. This kept the team/person focused on one area of delivery/effort. It also made it easy to communicate to the customer where progress was being made.
Also.. Try to make your (or your team's) progress visible. If you can establish an automated build process (or some other mechanism) and "publish" incremental implementation of work over a short period of time you can often gain traction and early by-in which can drive results faster (and help aid in early course correction).
1) I leave a utterly MASIVE trail of unfinished stuff, all side projects of course.
2) When I need motivation to work I open my wallet... That usually does it for me.
I'm building an app I plan on selling and see it as a way of making extra money or reducing the amount of time I spend working for other people.
My wife likes this idea and her encouragement has managed to keep me focused longer than normal as it's now "work" rather than "play"
I find that getting involved with the "business" side of the equation helps tremendously. When you see how much benefit the actual users of your program can get out of your creative solutions to their problems - it's an extreme motivation to provide those solutions to them. :-)

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I am currently a grad student, but I was in the industry for a few years before going back to school.
I am in a class which involves teams of 4 working on fairly ambitious projects. As a result of having been in the industry, I have a lot of "software engineering" experience my fellow teammates lack (they are using SVN for the first time this semester). They are all very good programmers; but they don't have a lot of experience in building "real stuff".
Since I had a fairly concrete vision for a project, and my teammates did not, my idea is the one we will spend this semester working on. On top of that, as a result of my experience, plus the fact that I admittedly have a somewhat strong personality, I've become a de-facto team lead -- established weekly meeting times, assigned initial tasks, etc.
I want to avoid the trap of being so forceful with my ideas for what we should be doing and how we should be doing it, that my teammates feel like they have no say and become uninvolved and detached.
So here is the question:
How can I keep my team of undisciplined but talented programmers motivated while enforcing basic best practices (version control, milestones, etc) and a coherent project vision?
Edit: Thanks to everyone who answered so far. I think I've overemphasized the "software engineering" aspect of things; I'm also looking for ideas for how to encourage my teammates to contribute to the design, and feel ownership in the project which is at the moment a little bit "The SquareCog (and friends) Show!"
The best method I've found has nothing to do with code: team lunches.
Get together in an informal setting where you each talk about your problems, concerns, ideas, etc. This helps team unity in a way that very little else does.
As for the actual code side of it, minimize the amount of work they have to do to work inside the framework you want them to. If you want them to use tickets, do the actual management side of things for them -- have them tell you what the ticket is and have you do the actual legwork of managing these things. This seems like it'd take a long time, but overall it's minimal compared to the cost of poor communication and coordination. It pays off very quickly.
For version control, show them why it truly benefits them. Programmers pick up on ideas and run with them when they see they actually help them rather than just being a PITA.
I think developers are really practical people.
Play with those traits of typical developer personality:
1. Creativity
2. Curiosity
3. Practicality
Following your direct example, source control:
Most of us (I mean by my own experience) will fail to see the point in source control in the beginning (just because), so always keep them aware of the reason behind using source control.
Another thing is.. who decided to go on SVN? There are alternatives, I for one would fight to the teeth not to have SVN because I am a Git! (pun intended)
Instead of pulling them by the nose, you should/could have explained to them:
We need source control, find one you like and lets vote it out what we use to control the source.. this way there is a common ownership..and not just a follow the leader exercise.
Another thing is, be flexible in what you implement.
Draw out a plan on necessities, but try to be ready to implement them as the need arises, or as it becomes obvious to all that x, y or z practice should be implemented.
Have them need to implement the tools and resources and planning techniques you know by having them come to you for advice. (this doesn't mean you can't lay out a best practices blog internally or some other way of giving them access to this information beforehand)
Developers like to learn and grow, but we need ownership and understanding in the direction we are going.
If you try to force feed and drive them too much, both you and them will just lose motivation, enlightenment requires self driven forces.
How about the Scrum (even if you don't call it that). Gives everyone a chance to have their say, and you listen. As the forceful personality giving the others a real chance to communicate what's on their mind (not yours) is a good step towards harmony.
On top of that they will learn from your tech experience, you will learn from their ideas and enthusiasm. A good leader is always open to communication, you set the direction and vision (and you did choose the project) they come up with the clever ways of doing it.
I've been in a similar position a number of times.
Sometimes I just take charge, and be damned. Fair enough.
And many times, I resist the urge; I try to encourage my colleagues to take the lead. Sometimes this works, sometimes not.
And sometimes, I just come clean. "I seem to be taking over, as is my nature. But I don't want to railroad you guys. Anyone else fancy taking the lead? If not, are you happy with what I have already suggested? Speak up if you have any good ideas...". Again, sometimes this works, but not always.
Ultimately, you can 'lead the horse to water'... Projects need the lead, if no-one else rises to the challenge, it is better that you do.
Once you have the lead, lead by example...
The project should be interesting enough to keep them involve
the technology should be also recent
let them know this is how the industry moves and that they will gain the necessary experience to be in top of other programmers
offer prizes and punish those who break the build
rotate the positions let them test their ability to lead
offer non-monatary prizes or awards
Give them their own areas to "own." Even though they may not take pride in the project, they will want to make their own areas excel. Make they question, can their area be refactor or improved. It will make them learn new techniques or practices.
Allow them to learn by fire (in small phases) and then show them the correct way. Let them fail doing it their way, but allow time for them to do it the proper way.
Update:
Sorry to make the above sound like the team-leader would be the one in control of what is correct. It is mean to be more of a code-review that can be done by any one on the teams. They can move forward with the changes/refactor together as a team.
I am doing my masters degree currently and have had frequent group projects. It is not unusual to have only 1 or 2 members of the group doing the project. Not just from my projects but talking with other people. Basically what you said about the "SquareCog" and friends show is not unrealistic.
Really the more people you have on the group the lazier people will be. Also the more time lost communicating with them as they invent tons of ideas that they have no intention of following through with. It is well known that there is a point where extra programmers do not help the project anymore. There is only so much you can break something up. Over doing it will slow things down more than just giving a part to one person and create more dependencies.
Also the average student has a comfort zone, so even if you can get them to do some work, the will stay within their comfort zone. Someone has to leave their comfort zone for most projects (unless someone already knows the information in the class) to succeed. Most of the time I find that I am the only one willing to do that in my group, and some groups have no one. The most radical example was a 7 person project where almost no one did anything. One other guy was willing to do some light sys admin tasks and then the web design, that were within his comfort zone. One girl did some database design (and I do mean some because I basically did the design as a high level outline that she formalized with column names/data types). The rest did absolutely nothing. The class was distributed systems, so someone needed to learn JBoss (and Enterprise Java Beans), Amazon Web Services, etc... But it doesn't matter the class. In a data mining class, someone will have to figure out which techniques to use and how to use the toolkit.
Also many students are not good programmers. In fact there was someone in one of my groups who couldn't program at all. Really based on his description an MBA sounded like the right degree for him, but anyway he went through with the Masters in CS by farming out his programming to friends/contractors... Many are just terrible programmers and not just in style, they couldn't debug hello world with visual studio.... Rather than understand what went wrong they will just keep adding code until it works by coincidence.
One thing that happens quite often is that people come up with fairly ambitious projects that are not realistic for a semester. Usually I end up taking he scissors and cutting it to a barebones project and offer that once we finish the barebones part, then we can refine it and add the more advanced stuff. What almost always ends up happening is that people drag out finishing it and in the end after we get the barebones done no one wants to do anything additional.
There are 2 types of grad students. Full time grad students who take 4-5 classes, in which case they cannot afford to spend 40/80 or even 20 hour work weeks working on the project. Or part time grad students who have a day job, in which case they take 1 or 2 classes and have a full time job so they have even less time. I would say as a general estimate you can figure 6 hours of homework per graduate class (most will spend less). Assuming a normal class, probably 3-4 or that needs to be spent on studying/reading for the class. This leaves 2-3 hours per week per person to work on the project. Even getting that much would be good.
Some of the ideas floated like team lunches are not realistic at all. Many grad classes have group projects, and the full timers can't do 4 or 5 team lunches per week, that is like 5 hours of wasted time per week that could be spent on a rpoject. Also there may be money issues if you go to restaurants and expect all to buy lunch. And for someone who goes part time like me, I'm not going to do a team lunch because I work 9-6+ or 8-5 on college nights.
Probably your best bet is to find people's comfort zones and figure out tasks you can assign to them. Also to identify the freeloaders and not waste your time with them.
Also using version control for a school project seems like overkill. If the whole class is just the project maybe not. But assuming it is a normal class with lectures, exams, and homework assignments with the project done on the side, then any time spent on infrastructure is time you are not getting the project done. Really, though unrealistic for a professional environment, school projects are like start ups. Get them done, even if the code is a mess. You can always clean up later. But if you don't get it done, your grade will suffer. And in reality once it is done, I don't want to clean it up and no one else does either.... Getting everyone to use source control (unless you share a machine) would waste a lot of time with set up issues, and adjusting people to using it. i don't know what your project is. But with many graduate projects you have to do some research/experimentation and then the programming code is relatively simple. One class got me with a 5,000 line project, lucky it wasn't a group project.
Again on the project keep it simple. You can just coordinate the parts, assign the different parts and as they are done check/test it and then integrate it with your version control and leave them free to work on the project whatever is most comfortable.
Many will be happy to let you design the thing, implement the thing, and then learn absolutely nothing and just get the grade. It is their loss because they won't get the lessons of the project. But they are quite happy with squarecog and friends being just squarecog. Some will want to contribute something, but they are in the minority. If you get one of them great for you!!! Also watch out for over engineering. You have to look at things realistically. 3 hours per week per group member would be great, but I find even that is unrealistic. When a project is due sometimes you might get 5 or 10 hours per week from someone who slacked off. But you can't expect more.
How to Win Friends and Influence People has the following suggestions:
Fundamental Techniques in Handling
People
Don't criticize, condemn, or complain.
Give honest and sincere appreciation.
Arouse in the other person an eager want.
Six Ways to Make People Like You
Become genuinely interested in other people.
Smile.
Remember that a man's Name is to him the sweetest and most important
sound in any language.
Be a good listener. Encourage others to talk about themselves.
Talk in the terms of the other man's interest.
Make the other person feel important and do it sincerely.
Twelve Ways to Win People to Your Way
of Thinking
Avoid arguments.
Show respect for the other person's opinions. Never tell someone
they are wrong.
If you're wrong, admit it quickly and emphatically.
Begin in a friendly way.
Start with questions the other person will answer yes to.
Let the other person do the talking.
Let the other person feel the idea is his/hers.
Try honestly to see things from the other person's point of view.
Sympathize with the other person.
Appeal to noble motives.
Dramatize your ideas.
Throw down a challenge & don't talk negative when the person is
absent, talk about only positive.
Be a Leader: How to Change People
Without Giving Offense or Arousing
Resentment
Begin with praise and honest appreciation.
Call attention to other people's mistakes indirectly.
Talk about your own mistakes first.
Ask questions instead of directly giving orders.
Let the other person save face.
Praise every improvement.
Give them a fine reputation to live up to.
Encourage them by making their faults seem easy to correct.
Make the other person happy about doing what you suggest.
In addition to this, "Top Three Motivators For Developers (Hint: not money!)" notes the Autonomy, Mastery, and Purpose ideas that can also be great motivators for people when it comes to creative work.

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