How can a software agency deliver quality software/win projects? [closed] - project-management

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I currently work for a bespoke software agency. Does anyone have any experience of how to win well priced work?
It seems there is so much competition from offshore/bedroom programming teams, that cost is extremely competetive these days. I feel that it is very different compared to a software product company or an internal IT department in terms of budget.
As someone else said before, we only ever really get to version 1.0 of a lot of our software, unless the client is big enough. In this case it doesn't make business sense to spend ages making the software the best we can. It's like we are doing the same quality of work as internal IT staff. Also a lot of our clients are not technically minded and so therefore will not pay for things they don't understand.
As our company does not have the money to turn down work it often goes that we take on complicated work for far too little money. I have gotten a lot better at managing change and keeping tight specs, etc. It is still hard.
Edit-----------------------
Almost 3 years on from this post and I can list some important lessons that I have learnt since then.
Please see below for my answer

If you are concerned with doing too much work for too little money then work on an hourly basis. Yes, that is harder to sell in most situations.
Maybe you can try a two-phased approach instead. Have a very short initial engagement where the deliverables are very specific requirements documents that become the property of the client. You risk having to compete for the actual development but you take away the risk of pricing the project too low because you will already understand what the client is like to work with, as well as, the application requirements.
Once you win the work at a fair price then use the best practices suggested by mathieu to help ensure quality and productivity which both lower the cost you incur.

What you described in your post, (not your question), I think is a sales, management and marketing question first and foremost.
You say that your clients are not technically minded, this will require to have a cohesive sales, consulting and communications strategy, this isn't about programming skills.
Also, if your company constantly accepts projects that are too complex or expensive for your team, and you deliver low quality products you'll sooner or later be stuck in a hole. You will attract customers that you do not want, and existing clients will be turned off by your 'incompetence' and sooner or later find another company on which they'll try to play the same price game. Those clients are worth nothing in my opinion.
You ask 'how do you win well priced work'? People are social animals, they talk with each other. If there's a market perception that you are an unreliable company, people and future clients will sooner or later know. Customers don't care whether you offered them a product at a really low price, on a too tight schedule - It's not really their error, it's you who accepted it. So once again, I think whole ordeal is a bad business practice.
I found that you really have to define tight specs on jobs with low budgets, define what you will and can deliver, tell them the price, stop your boss from offering too many long term customer discount price tags because they are too afraid to lose the client. Communicate early and often when things start to get out of hand. Write precise offers for additional features. Write these precisely down, don't rely on phone conversations (you: "that's an additional 4 hours of work", client: "ok"... 4 months later, client "what was that again??? why am i supposed to pay for this").
Now of course, one way you keep prices down is by not hiring complete morons that might be initially cheaper than better qualified programmers. This is a shortsighted approach and will fail miserably.

It is the relationship with your customer that will win you additional business. One developer actually stepped forward and halted a project because his sales consultant basically lied to us concerning a solution set. The developer then offered a straight forward, bare bones solution within the same budget and he delivered on time.
This guy and his team has been consulting at my company now for over 6 years. His integrity and earnest, hard working nature has been an immense advantage, and he has found quality people to work for him as his reputation has grown. His honesty is worth more than any savings I could get by shipping my company's intellectual assets overseas.

"so much competition from offshore/bedroom program teams" - sounds like you guys need to put some time into networking. At the end of the day, people like to do business with people, not with businesses. If you're well known and liked in your client communities, you'll be the front-runners and you'll get a better price from the confidence you have built. And referrals will give you a powerful edge - ask for them.
"our company does not have the money to turn down work" - lot's of companies have this as a start point, but ultimately you have to get past this approach The time you spend on these types of jobs stands in the way of being successful. You need to make decisions about what type of work you want to do (and who the customers will be) and just as importantly what you don't do.

As a consultant, I have personally moved to an hourly-rate-only model for just this reason. I have been burned by too many contracts-gone-wild, and I feel your pain.
In the end, people who only ever go with the lowest priced proposal will be trouble for your company. While you can't be so choosy, such that you don't ever get projects, you definitely want to steer clear of contracts whose supporting management are so agnostic about the actual software development process that they only look at the initial price tag for something. Usually, it's the stuff not in the contract or specification that changes the profit margins and timelines.
It's often in you best interest to be picky up front rather than lowering prices in order to receive a wave of what end up to be trouble-clients anyway. In your case, while there's always the contention between an RFP that is not as concise as a technical requirements specification, initial quotes should be understood as a general estimate based on the level of clarity in the RFP.
And I definitely agree kitsune, that if your company is consistently accepting contracts that don't fit your company's development expertise or bandwidth, all that will result is overhead and bad reputation.

This could be seen as quick guide to the above problem.
Proposal Document
Start with a proposal document that explains your understanding of the clients needs as best as possible. This can be done in 1-2 pages of writing as a minimum. It can start heading towards requirements, but it should be more casual than that.
Budget Document
Now go to Excel and list all the tasks in the project you think you will have to do. Put down the times in days, none bigger than 2 (0.25, 0.5, etc.).
Add a column for testing, and make it a percentage of the development time (20-30% is normal)
Now add a column for management (project + account) and add a % of time for that (over the previous two columns). 20-40% is normal. (70-30 split pm/am)
Set a day rate for your company. You can get more complex and have different rates for different user functions, but as a minimum set a rate that will mean that you will have a good margin whatever the work is being performed.
Work out what the value is for the total days that has been recorded so far. Then add a contingency amount on top of this (for fixed price work) 10-20% is normal here, but can change based on experience with the client and the amount of change you are used to with them.
At this point you can discount the total amount, which is better than lowering any other part of this document, as it will show the client that you are not magically making jobs go faster, rather you are removing some of your margin. They should therefore not expect you to reduce the timeframe of the project.
**Important - Analyze your client's budget and business when developing a costing. There is no point in you delivering a costing designed for a huge enterprise to your mate who wants an application done cost effectively. Likewise, make sure that you charge correctly to an organisation that will be used to high end freelancer rates.
Think like a business analyst. Not only will it help you make the client happy when they see your costs, but it will probably give you a greater insight into their business. If they are going to make money by using you, then you are probably onto a winner. If you can't ask directly how much money they have to spend with you, work it out by asking how many customers they have, what they charge, how many employees they have, etc. You should then be able to work out if what you are proposing is going to be profitable for them.**
Go back to your proposal document, and add a table with sections for design, development, management, etc... You could show the client your costing sheet in certain circumstances, but it is better to avoid complexity in most cases. It's there as a backup though, and you didn't just cough up a number.
Timeline Document
Take the list of design and development tasks from the budget, and put it into a new sheet (or Project if you're posh like me). Put in the start and end dates of each section adding roughly 30-50% extra on top.
Add some graphical representation of the days as blocks in Excel or use a Gantt template like this one.
Go back to your proposal document and add key milestones from the timing document.
Proposal stage completed
Send or present your proposal to your prospective client. Hopefully they are excited with what you have proposed and happy to proceed to the next stage, full requirements gathering. In subsequent projects with the same client you may be able to go straight to requirements.
Requirements stage
List each requirement against a separate id, either 1,2,4,5 or 1.1,1.2,1.3. It doesn't really matter, but the second one can help with large lists.
There are some tests for requirements and you can try to follow these, but sometimes they don't apply (some requirements might be design led for example). Some of these are: Is the requirement testable, is it singular, is it clear? I'll try to find a link to this somewhere.

This is my developer standpoint:
Version control best practices: Keep the trunk clean, don't commit code that doesn't compile, and commit frequently
Continuous integration
Unit testing (with code coverage)
Automatic deployment on test servers
Automatic packaging of the application
Automate as much as you can :)
Also, hire good developers, and treat them well :)

Sell fixed price, fixed scope work, not hourly work. That mitigates your customer's risk of an over-run (you absorb all the risk, but you're doing that anyway), and frames the project in terms of the value of the software, not the quality of the effort going into it.

We are trying to build a product and reuse existing experience. Comparing to UK in Ukraine (where I work) salaries are lower, but still 4-5 times higher than in India.
So far, the best result is to get two new clients, which need a similar solution, so we can offer better pricing and we are more confident in our estimate.
BTW, I checked out whywaitdigital.com, and it seems that we have a product which your clients might need. We do portals - editorial, B2C, geo-enabled product catalogs and we use ASP.NET MVC also. You can find contact information on our website, www.socialtalents.com.

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Sustaining early releases of a product [closed]

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The context is as follows: Enterprise software developed without enough direct customer involvement. We did not develop this software for a particular customer but to fill in a market gap. We worked the core requirements with major customers only, more customers jump on now. Mandated deadlines, requirements changing, little time to design. Fun time! :)
We got the first release out of the door. Then we got second release out of the door (luckily in a more organized fashion)
Most problems that the sustaining engineering is facing for both releases are what they call 'design bugs' rather than good old code defects.
In general these 'design bugs' are such that a feature or part of a feature behaves as designed but that behavior is not what some customers want the product to do. It is not that all customers have these problems - each customer is different and what is enough for one is not for the other.
This makes me wonder about several things and I could really use an insight from y'all with more experience.
Here are some esoteric questions:
How much do you think is this a common phenomenon in product lifetime?
How much do you think did the context contribute to this?
What is/was your experience and context?
This is absolutely common that needs differ from client to client and that they want to drive the product in different directions.
There are three options for any given change:
1) You don't do it - they've bought product software, they have to live with the product. I wish Word did somethings different but I paid a couple of hundred pounds for it rather than having a bespoke word processor built from scratch so I have to live with it.
2) You branch the product and have two different versions - as often as not this is the worst thing to do. As a software house your model is dependent on many clients contributing to a common code base. Having multiple versions significantly increases costs (every bug fixed twice, two manuals, etc. etc.) and breaks your business model. Again, if they want bespoke software built exactly to their requirements then they need to pay for that - you don't get bespoke software at package prices.
3) Customisation (potentially as an option / module / configurable setting) - this can work but you really need to think about whether it's the right thing to do for your product. Each extra options massively increases the number of ways in which the code can interact and the number of tests which have to be carried out so there is a significant cost attached. In the enterprise space you will have to accept that clients will make demands in this area but you need to accurately assess the consequences and costs (one off during development and on-going for support) and make sales and management aware of them.
But essentially they all come down to the same thing - product software, even on the enterprise level, is far far cheaper than having an in-house team (or consultancy) build something bespoke. That price advantage comes with a downside - it's that you don't get exactly what you want and that the business needs to flex to the software sometimes.
It's not usually a popular message with clients or with sales but you need to work out which market you're in (product or bespoke) and remember that when making decisions.
In terms of the other two bits of the question - I don't believe the context created it at all. The root of it is that organisations are different. Unless you have all your clients the same, it was always going to be a problem at some point. Maybe it's a bit worse than it might have been but probably less than you think.
My experience in this area: I've been on both sides of the fence. I've been a development and / or project manager commissioning enterprise (and non-enterprise) third party software products (portals, finance systems and travel booking systems) and I've worked for two software houses developing them as a development manager (which is currently what I do).
Enterprise software developed without
enough direct customer involvement
in such cases, this will be a common phenomenon in product lifetime. If the customer is not involved and you don't know what and how he wants things, you'll be up for quite a bit of disappointment when you deliver the product and you find out his reaction.
How much do you think did the context
contribute to this?
I think it's the main cause.
What is/was your experience and
context?
Similar context, up until about half-way across a project's development period, when delivering an intermediary product, I found out that many of the customer's expectations were quite different than what I had in mind. I guess it was a good idea to send something intermediary for approval, this way I had much less to modify than if I were to send a final product that would not meet customer expectations, so I suggest you keep a connection with the customer from time to time, and get him to approve features before you move on to new ones. This way, when the final product is ready, it'll be what the customer has seen and approved step by step all along.
It depends how long-lived the product is: the longer the life-time, the more evolution is possible and/or required.
For example I helped to sustain one software product from 1991 to 2003; and at the end, it was hardly anything like at the beginning:
It started as an assembly TSR for DOS, implementing modem-sharing for small (e.g. lawyers') PC-LANs.
It ended as a distributed service for NT, implementing least-cost fax routing for several telcos.
It was sold throughout this time, several releases per year; it was what customer wanted, but the customers (and their needs) changed over time, as did the underlying O/S, the competition, etc.
This is why you create API's. I've also seen enterprise level applications that allow users to create their own vb/java scripts behind forms and inside reporting tools. Yes, embed a reporting tool writer and don't try to make all of them yourself.
Enterprises are notorious for their desire to have massive amounts of features in every app. Even within the same company, you can get multiple ways of doing the same thing. I their defense, time is money, so when you save a 1000 users a click, it can add up. On the other hand, they also have people with too much time on their hands to think of every possible piece of data they may ever have to track in the entire lifetime of their company and will want them all in your app. They have the money and are set in their ways a lot longer than say a startup.
When you deliver something the customer did not want, you have failed with requirements engineering. Since this is the first stage of software development, and design, coding and testing are based upon it, bugs in the requirements are the most difficult and costly to fix.

Assessment of a project manager's volume of work - what is a good methodology? [closed]

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Currently, my company utilizes agile as its development principal. I was approached by my boss to determine some methodology for determining the amount of work a project manger does on a given project in flight. To be honest, I can't really think of anything fool proof.
I guess the best question is how do we assess how busy, on a day to day basis, a project manager is?
Remember that ANY metrics you can come up with is most likely going to be gamed.
[ Do I get a badge for on-topic link to Joel On Software? :) ]
Having said that, you can try a union of the following approaches:
Developer feedback!!! (e.g. a good PM's feedback would be "I had problems X, Y and Z and he made them disappear"). Not so good for measuring how "busy" a PM is but really good for measuring how effective he/she is.
Volume and rated clarity of project plans (easily gamed)
Rate of change of project plans (easily gamed)
Amount of meetings/meeting time (easily gamed)
Success rates of projects (on timeliness vs. % of features delivered vs. customer satisfaction). Not easily gamed but devil's own work to normalize this across projects.
Timesheets will measure the amount of work in one sense (you can see how their day breaks down and so on) but not I think in the sense you want.
Ultimately I don't believe there is a useful metric for Project Managers in this sense, but I don't think that's an issue.
I think ultimately you should measure project success rather than "busy-ness". After all, why do you care how busy the PM is if they deliver successful projects?
One PM may spend half a day putting together a risk log and mitigation plan which contains 20 risks, another may spend 2 days putting together one which only has 5 risks but none of those numbers are any more useful as a metric than lines of code. The key thing is not how long you spent doing it, how many risks you identified, how big your mitigation plans are, but whether you actually managed risk on the project successfully.
You're better off looking at what a Project Manager is meant to do, which is to deliver projects on-time, to budget and to customer satisfaction (which I'd use as the ultimate measure of quality rather than defects).
After all, do you measure how "busy" the CEO is? Or is he just judged on the profit the company makes?
To do this:
Time - The only way it can really be gamed is by massively padding estimates and plans and this can be minimised by reviewing the plans and estimates and having all relevant parties agree them (developers, PM, client). The other side of this is that the PM must agree to the plan rather than have the implementation date foisted on him or her. You might want to measure this on either the overall implementation or each milestone.
Budget - Measurable but gameble. For most development projects the key thing her is honest timesheets from the developers and the best way to ensure this is to make it so the PM is the PM but not their line manager. That way the developers have someone to fight their corner (a technical director for instance) if they're being pressured to fill in timesheets to keep the budget down. Again the PM should agree the budget, it's not reasonable to expect him to deliver on something he's told you is unreasonable.
Customer satisfaction - Hard to measure so I'd suggest that you keep it simple and go with a straight forward post project review with the account manager and marks out of 10 for communication, delivery and whatever else is important. It is subjective but ultimately so is customer satisfaction.
But a lot of it depends on the company culture. For some organisations the key thing will be billable hours, others developer satisfaction will be part of the mix.
I am trying to understand WHY you have been asked to estimate the amount of work that a project manager does on a project.
At best it is just a request for a rule of thumb, otherwise it indicates that your boss just don't know the first thing about running a project. Even when projects looks very similar there will always be something unique about a project:
The team is not identical (teaching
the new guy the ropes takes time)
The spec might vary just a tiny bit
(and that tiny bit might double the
workload)
Even the season might influence the
outcome
and so on and so forth
Each and every condition on the project might change the workload of the project manager, so it will always be a subjective assessment.
I would suggest you use the same Burn Down and Level of Effort that you use for the developers. A PM's task in an Agile environment is a bit different (and from shop to shop it's different), but the PM should be able to provide a list of tasks, etc. I'm thinking positive and seeing it as your bosses approach to determining how much availability the PM has.
Most project managers equate responsibility with status, so a project manager who has spare capacity is quite likely to volunteer to take on a new responsibility, because it's in his/her own best interest. In all but the most functional organizations it's often better to be visibly overloaded, for that heroic look.
It's more likely to be in the organization's best interest to slightly under load its project managers, so that there is some spare capacity available should something start to go wrong. A project manager might well choose to apply his/her spare capacity in some constructive way in any case. Excessive politicking or other unconstructive activity is a good indicator of someone who could be more constructively deployed. Even on agile projects, workload tends to be uneven across a project cycle - e.g. delivery is often a management-intensive activity - somebody who is continuously heavily loaded probably has too much to do, and may be ignoring or hiding a serious problem.
If the next level of management conducts regular project reviews, pays attention to how many problems are being escalated, whether the project reports correlate with the news from the grapevine, and does some basic estimation on workload projections for each project manager, then the organization should be able to run a reasonably efficient system.
Managers tend to be political and psychological animals. Any methodology that doesn't take that into account is ignoring reality, so a good methodology for this problem is likely to be based more on observed behaviors than on hard numbers.
Excuse me if I am being to purist, but the tag and the question calls for Agile. What would be a project manager in Agile? You might either be trying to asses the work being done by a product owner or a scrum master?
In any case, both roles perform several tasks that are hard to measure, so probably your boss is looking at the wrong picture.
For instance, a scrum master is "The person responsible for supporting the development team, clearing organizational roadblocks, and keeping the agile process consistent". Basically is a coach and a facilitator. Blocking disruptive requests or distractions created by higher levels of management by negotiation or persuasion to follow scrum practices is one of the skills commonly used by scrum masters. Several of these soft skills are hard to measure as "work" since they do not involve working on a computer or producing a report.
I think a the metric that your boss would benefit most from is more related on how effective the team is and how a scrum master is described to facilitate the work of his team-mates. DVK then has a very valid point, the metrics you create can be "gamed", so it is best to trust that your managers are busy if your projects are progressing and your teams are happy and work as a team.

How to compete on a scarce spec'd project to avoid team death-march [closed]

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I'm time+cost estimating a semi-complex software solution, that hasn't got specific requirements in about 75% of features. I would still like to make as good estimate as possible, by getting additional data from the client. There will still be parts that may end up not being able to develop, since there's too many dependencies with other products/technologies and lack of definition. I also have a very tight schedule to produce this estimate.
There will also be other contenders on this project. Client expects a price+duration (and probably also features) and I know everyone will be off. I know that's impossible, but tell that to marketing people. Another problem is that I'm talking to middle-man and not directly to the client. I can get confidence with middle-man only, but not with the deciding client. Which is a different problem altogether.
What disclaimer/info can I put in my price plan/contract not to kill team with this project, so when project starts slipping (in terms of cost/time/features) we will be covered with some sort of payment. I would of course like to be paid by sprints or releases with relation to time, but I doubt client could be convinced in this. I'm sure we can finish this product before deadline and also create a great product, but how can I convice client to believe me?
Question
What can I do to get this project and avoid death march situation at the same time?
Any suggestion welcome!
EDIT: Outcome
In the end we (me and my co-worker) convinced the client we need at least a week to evaluate the product. So we did. We also pushed (and got) a slot for a few hours long meeting with the client to clarify any outstanding requirements' questions. So we did. Meeting was done after we made the first estimate draft, so we were sure we have all the questions to point out specifics that were either completely misunderstood or too vague to estimate. I hope we get the project, because it would mean 8 months of full time work for us, plus a reasonable pay. We'll know in about a week and a half.
Of course I also pointed out that the way we'll be delivering this product will get them exactly where they want to be with a product that will actually be what they wanted. And also that we only commit to price and time, but not functionality, because it is and will be subject to change. I think we made a good enough impression.
In this economic environment, there are a lot of companies competing for a little work. Someone is bound to give them a very sweet bid that will
Not be able to deliver on,
Kill their team with, or
Both.
When they can't deliver at the agreed price, they will start to cut down on the quality in order to deliver something and get paid.
Your challenge is to present that fact to your prospect in a professional manner, and convince them that you will work very hard to deliver at a reasonable cost, but also to deliver exactly what they need. The fact that you're going back for more detail, and the method you approach the project with (agile... but be sure and explain the business benefit to them) helps ensure that they will end up with what they really need.
Remember, they want to get the software delivered that they need at the lowest possible price.
Convince them that you will deliver exactly to their needs, and that your price is reasonable.
Welcome to the world of fixed priced development services :-)
Techniques for to win this project and avoid death march situation at the same time:
Don't underbid a project. Bid for what you think the project will take and add some percentage for things likely to go wrong.
If you are missing 75% of the detail, odds are the project will be significantly different than you currently expect. Document some reasonable detail assumptions within the outline of the defined work. When the project actually starts and the details don't match the assumption, you have an opportunity to negotiate the costs for the changes. At that time, you may also be in a better position to know how much you are over/under and attempt to compensate with this quote.
Your goal in an SOW (statement of work) should be to define enough details so that it gives you an opportunity to renegotiate the cost of changes when you know more about the project. Write these as positives, as much as possible. Note, it is unlikely that people that actually understand the project will read or understand the SOW...I base this on the point that you are given few details to quote. This means it isn't a consultative sale and neither party is really focused on building the 'right' solution.
If you can get a contract as T&M (time and materials) great. I doubt you'll get it or unable to get it without some restrictions that essentially defeat the purpose of a T&M. Your potential customers look at this as them accepting all of the risks around your abilities.
Hopefully, you aren't the first at your company to do this. Find out, historically, how projects have been and the typical result rates. Many software development groups charge an hourly rate that is significantly higher than cost...but their quotes tend to be lower and not actual hours. Customers often will argue more about the hours/days than the actual quote. Enterprises tend to be used to paying high hourly rates.
Figure out your department's expected margin (profit you need to gain from the job). This may help you to understand how much of a 'death march' you may face when your project slips.
In the SOW specify the level of detail that will be required in a specification before you begin work. While Agile and other customer focused processes take an approach that oriented at finding the best solution, they aren't designed to keep costs under control in a fixed bid environment. You will need to take a waterfall approach to requirements and then build in an agile fashion so that you can adjust along the way. The specification, like the SOW, will give you an opportunity to bill for changes. While the customer won't like this, it will put the burden and risks associated with requirements on them and not your team.
Note, to be successful with these negotiations, you needs a supportive management, sales and project management team. If you don't have that, you are bound to always be on 'death marches.' Even if you forgo quality, process, testing and other items, you'll find there's never enough time for a project.
EDIT:
Addressing the middle-men situation. I think the best course of action would be to submit a list of risks along with your bid as a courtesy to the customer. Kind of like giving them a heads-up on what their project limitations are. This will cost you some work up front but I think it could help you win the project.
you have two options
make a best-guess and double or triple your estimate (your competition is probably doing the same thing.)
explain to the customer that you can't bid work like this, and tell him that everyone else that gives him a fixed estimate is probably not being completely truthful.
At the end of the day, if you can't make money on the work, the there is not point in trying for it.
Personally, I prefer the latter, up-front and honest communication with your customers will take you farther than any bid tricks ever will.
A few things I'd say you should think about:
Assumptions: There's no one disclaimer you can add but you need to fill the gaps in the requirements with sensible assumptions and document them. Nothing major or scary, just a section in your spec/bid with a list of bullet points saying what you assumed to be true which was missing (e.g. users details will be pulled using LDAP and no admin screens will be written to cover user admin).
This gives you clarity in estimating as you now have a full scope to work from, but it also means that if the client comes back with things which are wildly different you have a fair basis to start talking about raising change requests and varying the cost. Alternatively they may come back during the negotiations saying this assumption or that one isn't true and you have more information.
Out of Scope: A specific case of assumptions - list things which you aren't including (e.g. No integration will exist with system X). Again this allows you to have a full scope and a reasonable case for potentially varying cost at a later stage.
Assumptions and out of scope are particularly applicable when things are mentioned in passing but not really followed up, or for things which they say could wait for a second phase. These are often the things the client will believe are being done as part of the main project but the project team don't.
Hopefully the thoroughness and insight from the assumptions and scope you define will help inspire confidence with the ultimate client too.
Contingency: A tricky one but you should add contingency in two ways:
(1) for specific risks. For things which might mean something takes longer than you've estimated then put in an amount to cover that weighted by the chance of it happening. Add all these up and that's your risk contingency.
(2) Shit happens contingency - unpredictable shit happens on IT projects. Add between 10% and 20% to cover this.
Whether you hide contingency from your commercial people and the client or not depends on your relationship but if it gets removed they need to understand what that means (essentially you WILL over run).
Understand the relationship between effort and cost: As a technologist your role is to provide an estimate of the effort based on the information you have. You need to then communicate that with assumptions, level of contingency and so on to your commercial team who can convert it into a monetary value. The thing to be clear with them on is that if they want to drop the cost that doesn't change the effort.
There are loads of good reasons for writing down the cost to the client (to build a relationship, because you'll end up with stuff you can reuse later and so on) but people need to understand that unless the scope changes the effort stays the same - the reduction comes out of the profit.
i have a blog article which may have a few tips in it for you:
http://pm4web.blogspot.com/2009/06/surviving-under-resourced-project.html
one of the other posters here has a good point to. there will always be someone who will offer a lower price to get the work. and the developer will suffer for it later (i.e. having to do a lot of free work to satisfy the client).
some clients need to have this experience before it clicks that you cant do IT projects on the cheap without paying some kind of price.
LM
Go for realism. Avoid promising too much, then make a point of it.
A lot of customers out there have been burnt by unrealistic offerers who fail to deliver as promised.
Emphasize the need for a specifications sprint. Convey a focus on core functionality and commitment to deliver rather than a feature bonanza. Offer a primary development phase to deliver core functionality.
Communicate the power and safety of the agile approach. Credit the customer with the ability to see good sense.
In short: Strive to come across as realistic and serious (more so than your competitors). The most important thing for any serious customer in the end is not the price, but a confidence that the product will be delivered on time and budget.

How do you manage customers with regards to changing requirements? [closed]

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Steve Yegge's wisdom notwithstanding, most developers are faced with requirements which were gathered from non-technical customers. Sometimes there are project managers who deal with the customers and translate their requirements, other times not. In any event, the fact that the requirements will change is an inevitability.
Most of what consititues "good programming practice" has to do with developing systems which are adaptable so that they can withstand changing requirements. Principles like YAGNI, DRY, loose coupling, etc. contribute to this. Iterative development processes such as Agile also attempt to address the concern of trying to hit a moving target, and of course having a system under test makes it infinitely more feasible to make changes.
Nonetheless, it seems that for many of us changing requirements can not only hurt the quality of our software, but can also drain our motivation and make us want to stab someone.
This question is about how to manage the customer to make it possible for them to change their requirements in the ways that they need, while discouraging arbitrary or frivolous changes. How do you do it?
Do you have project managers to insulate the devs from the customer?
Do you have a formal change management process? Change managers?
How difficult is it for the customer to get a change when they really need it?
Conversely, how easy is it for a customer to get a change when it's "frivolous"?
How much detail do you give the customer when explaining the cost of a change?
How quickly are you able to give the customer this information after receiving a request for change?
What factors can torpedo the process (e.g. PM's who can't say no to the customer?)
What works for you?
If you are looking for the ideal world where the customer never changes his mind or you get the ideal spec - you are in the wrong business. That being said, the most effective mechanism I have found for managing customer expectations and change requests is to institute an accurate system of measurement.
This is how I run my team:
1) We start with user stories. The customer is involved in writing them and the development team estimates how long each user story will take in a relative manner.
2) Using prior experience I take these relative estimates (story points) and create a rough schedule for when major milestones of the project will be complete.
3) Within these milestones we run 2-week iterations. The customer is involved in setting the approval criteria and whether or not the story has been approved. A simple burn down chart shows the customer how close we are to meeting the launch goal.
4) Often time during the approval sessions the customer will request a change because the feature did not turn out how he expected it (even though it met his original approval criteria). At this time you generate a new story with a new estimate. You can also adjust your milestone dates appropriately. This then puts the ball back into the customers court:
Often times they realize their change request isn't worth it (they'd have to get approval from their boss) and we'll kill the new feature
Sometimes it is important so we'll delay the due date to get the feature in
And finally, there's always the option to kill another not so important feature that will take an equivalent amount of time.
The key is not to run away from change requests, but to establish that every change request has consequences on the product. There's no such thing as a free lunch.
I work as indpenedent developer and so contact with customers directly. It's normal that most of the time they have no idea what they actually want. So we start slowly and I give them prototype early on to play with and then the changes will be gradualy made. If I think that customers wants "frivolous" change then I tell him that this change doesn't work or is not needed. If it is 5 min of work then I might even do it anyway.
It helps to add later on to the contract some maintenance clause to get money for those small changes that will come up later on. For bigger changes you just charge by the hour.
Managing the customer is hard, and it is something that very easily can go wrong.
I find that as early as possible you need to gain the trust of the customer. For me I think you can do this by:
Ask the customer to appoint a product manager - who is clear thinking enough to communicate the requirements he/she wants, and look to build a strong working relationship with him/her.
Really try to understand their business - you don't need to be a domain expert, but you need to know where the customer is coming from.
Ask pertinent questions about what they want - don't assume what they ask for (at first) is what they really want.
At first welcome all changes. This is not the customer being annoying and fickle, it as an opportunity to better understand what the customer really wants. If this costs you time/money, then you may need to accept it as a loss leader.
Deliver a prototype early, and incorporate as much customer feedback as practicable.
Give the customer a kick arse product.
Once you have done this, and the customer trusts you, then you will be in a position to start knocking back unreasonable changes, or ask for extra payments/time for things that were previously considered out of scope.
Of course, you won't be able to build this sort of relationship with every customer, some are idiots (in this case see if you can have a different product manager appointed) but you should always do as much as you can to build an effective working relationship.
You can’t expect customers to know what they want at the start, so you must be adaptable. But also you need to stop change for changes sake.
This is for ‘internal’ customers.
I have found that bargaining with the customer is an effective way to go. They can have whatever feature they want if they wait for it, or if they sacrifice some other (yet to be implemented) features. This forces them to think about the value of the change they are asking for in relation to the system as a whole.
Sometimes this works well and a good compromise is reached. Other times the customer throws their toys out of the pram and goes however high they have to get the feature implemented and quality is reduced.
If the customer is paying, it is a different ball game. They need to be made aware that change costs, and that the cost increases as the product nears completion. This means that you have to do a lot of up front analysis about what you will deliver and make sure the spec is agreed upon. So then you can measure what has changed. This may not be the most effective solution for either party but it does keep things cut and dry. So they are not dissatisfied and you don’t end up doing loads of work for free.
In software engineering, change is just a fact. It will happen. For us, everything comes at a price. We'll make just about any change the clients wants, but there is always a time estimate and a cost associated with it. Do we ever tell the client no -- not normally, but sometimes the changes request comes in at a very high cost. We do draw the line at potential security threats etc. in which case we calmly explain to them that we can't accommodate the request.
How much do we explain to the customer, we explain where the money is going to be allocated, this much for development, this much for analysis etc. We don't explicitly tell them why something costs the way it does. Now I will admit, this does vary a little with some of our clients. Some of them get very detailed billing as to exactly how many hours are spent where. To get the contract we had to agree to it, although this is very rare for us.
We have sales people who can't say no at times, and that can cause problems. We have spent a lot of time working on that, but unfortunately it still crops up. We combat it by explaining how much money they cost us by quoting something without researching what it will take. Transparency is key at all levels. Everyone has to know how their decisions affect the bottom line.
Do we do frivolous changes? Yep. What you have to remember is that when you bill hourly most of the time a 5 minute change is billed at a full hour, so that is quite lucrative. We explain all of this before like we do with any change request so they are aware of it, but it tends to help discourage such behavior unless it is really important. The fact is that we treat all changes the same. We don't assume we know what is considered frivolous to them no matter how absurd we think it might be. We have a formal change process where the customer asks for something we write it down and get them to sign off that is what we evaluate it and present a Cost of Work Estimate. They either agree in which case they formally sign a document letting us know it is ok to start, or they rescind the request. We try to be diligent, but we let them know that it will take a few days for us to get a response to their request.
A coworker of mine gave me the best advice I have ever heard about managing customer relations ships. It's a give and take. To make the customer happy, you have to be willing to help them when they need something, but at the same time, you have to be able to say no. When dealing with people they want you to help them, but they also want you to have a spine and stand up for yourself. It becomes a win-win situation that way.
I’d prefer a term of evolving requirements to “changing requirements”. Professor M.M.Lehman (http://www.doc.ic.ac.uk/~mml/ and http://en.wikipedia.org/wiki/Meir_Manny_Lehman) has done a considerable contribution into research on software evolution; his works also suggest that not all types of requirements evolve. One might consider themselves lucky if they happen to work on one of these systems, where requirements stay the same (i.e. math libraries etc).
To the rest of us experience suggests that developers prefer as much information about requirements up front as possible, whereas customers or end-users value an ability to specify or adjust requirements as late as possible into the development process. The former need the detailed information to help planning and designing the solution, the latter can gain a strategic advantage through changing a requirement late, because it gives customer some room for manoeuvre to respond to the changing environment or information gained on as a result of the earlier stages / iterations of the project. A trade-off between the ability to have a detailed plan and change things largely determines the development process itself (waterfall, agile, spiral etc).
Some practical advice managing the evolution of requirements:
Build in some room into the initial plan to account for evolving requirements, multiple check points or iterations.
Either put volatile requirements into the beginning of the project so that some kind of prototyping or feasibility study is likely to clarify them or plan for the change late into the project.
Monitor that the requirements are still relevant.
Have an up to date, prioritised list of current requirements handy. Nothing else helps to keep evolution in control as a good visibility to all stakeholders of current “must haves” including their relative priority and cost.
Keep managing customer expectations on how long things are going to take; this also helps to keep focus.
Introduce a formal process for changing or adding requirements if you need. The process description needs to specify roles of these involved, frequency of reviews etc. It could serve as a good safeguard against some political and most opportunistic but not essential requirements.
Build in some time for refactoring even for the first version. You’re very likely to throw all or part of the solution as a result of additional knowledge gain during the development.
The customer comes to you to do something because they either don't have the time to do it or they don't know what to do (and want to pay you to do it for them). If you have changing requirements, it's because of the latter. In other words, they are paying you to figure out the details! And they know what they like and don't like but they won't know how it works.
Recognize this and whatever the solution needs to be falls in to place.

Giving estimates for large scale projects in an Agile Environment [closed]

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My firm just got its first large-scale development project inquiry and I would like to use an Agile process. The client has a vision for the application but openly admits to having very few requirements and recognizes that we will have to charge by the hour. Because of this, I've all but sold him on an Agile approach.
The problem is that he wants a figure to budget around. I've read a number of articles that pretty much advocate against giving up an estimate because the client will budget for that number and even as requirements change, the number in their head and in the books doesn't.
I've read there are a number of ways to factor in pricing in the contract, but almost all of them (save one) incorporate an up-front number. This just seems to violate the entire set of principles of Agile development.
So my question is, if you're an Agile shop, how do you manage to circumvent this Catch-22 of Agile development?
Here's the fundamental question.
When will the client think they're done?
If they think they'll be done by June, then you put an Agile team in place. That's 4-6 people for 6 months. That's the budget. Essentially, you do the multiplication for them. team * rate * 6 months.
If they think they'll be mostly done by June, but there will be more work after that, then you're possibly looking at 9 months of work. Again, you're just doing a multiply that they could do for themselves. team * rate * 9 months.
If they think that you'll be their development team for the foreseeable future, give them a price that will get the project through to the end of the year. team * rate * 12 months.
Since each release is an opportunity to reprioritize, you should be pricing each release as as separate piece of work based on the things you will get done in that release. Since it's their priority scheme, they control what you build, they control the budget, phase by phase.
Often your client really wants to know how much a particular feature set will cost. Instead of ask that, they ask about overall budget (which is silly). Spend a lot of time on the first release showing what they get and how much that first release will cost.
Eventually, they'll see the fundamental truth.
They're buying the features from most important to least important. If they prioritize correctly, they can stop spending money at any time and have something useful.
Done is a relative term. Some projects are "done" because there's no more money. Others are done because there's no more time. Rarely (at least in software development) is a project ever done because we ran out of things to do.
For this situation, we've provided an estimate for the first chunk of work, and then let the client purchase more sprints as required to complete the work to the desired level.
As you get more of the system developed, and incorporate feedback from the client into the sprint deliverables, you will both get a better feeling for the amount of work involved, and hence the costs involved.
Edit: Cool. Way excellent! From the fact that you've sold them on an Agile approach, BTW good one!, chances are you will be able to seel them on approaching it from an agile point of view in terms of features to be implemented. Maybe have a listen to this "Intro to Scrum" podcast. You might be able to sell them on the fact that they probably won't need to have all the bells and whistles that they think tha they need right now.
HTH
cheers,
Rob
Look, there's a core fact here. You will be asked to estimate cost, contract for a particular delivery date, and commit to a full set of delivered features.
You can't do all three.
Not "you shouldn't" or "it would be wise not to"; you (for all practical purposes) can't. By which I mean that the probability of successfully doing all three is extremely small.
The best answer is to commit to a cost and schedule, and to an iterative process with quick iterations and regular feedback, and then write the agreement so that what is done unde the fixed cost and schedule is what will be delivered. That is, you keep delivering new features (and modifications) until the time and money runs out.
The truth is, even if you do sign up to all three, the best you'll ever be able to do is two out of three anyway. Might as well be open about it.
Here's how a crusty old government contractor I know recently put it: "As the prostitutes say, first you gotta get them upstairs."
That doesn't answer your question, but it's worth remembering. If they won't come upstairs without number up front (and they won't), you have to give them a number.
Anybody sponsoring a software project needs to have an idea of what kind of return they're going to get on their investment, so that they can evaluate whether or not the investment is worth making. A project may be worth doing if it costs $1m and takes 12 months. It may not be worth doing if it costs $2m and takes 24 months.
The real question is: can you do this project within a time frame and budget that makes it possible for the client to realize an appropriate return on their investment? If your answer to that question is anything but "yes," then they shouldn't hire you to do the project. Otherwise, they're just spending money and rolling the dice.
If your current answer to that question is "we don't know yet," then they shouldn't hire you to do the project. But that doesn't mean that they shouldn't hire you to find out whether or not the project is worth doing. A good consulting-firm buzzword for this is "preliminary scoping exercise."
Agile development is about managing a curve in three dimensions: money spent, calendar time, and feature set. It's a given that if the budget and schedule are fixed, the feature set must be variable. You can't know what the final feature set will be, given those constraints. But you can know if a feature set that you'll be able to produce within those constraints falls inside a range that your client will find acceptable.
You can know this, and you can find it out. Finding that out is something that your firm can do and your client can't. It's a service that you can provide to them and that they should pay you for. Avoid the temptation to do this for free and call it a cost of sales. Project scoping is every bit as much a part of professional services as software development. You're not doing this to close a sale; you're doing this to help your client make a business decision that they don't yet have enough information to make.
But first you gotta get them to come upstairs.
These answers are really great. I don't have a lot of experience to share, but I thought of an analogy:
Last year my wife and I remodeled our kitchen. The contractor proposed billing on time & materials instead of giving an estimate, because we didn't know what we'd discover with respect to plumbing, subfloor damage, and so on. We agreed, because I'm working from home and I was available continuously to answer questions. The contractor and I had a good rapport so when something came up, he felt free to knock on my office door and we'd discuss it. Decisions got made quickly and the work was done the way I wanted it. That seems similar to the Agile priority on frequent customer review.
By contrast, my wife's cousin is also remodeling his house. He's an ER doctor and he is not available on site during the remodel. So he described being regularly surprised by the contractors making major decisions without consulting him ("What? I didn't want that picture window blocked off! Tear out the wall and reframe the window the way it was!"). This is of course painfully expensive and blows the schedule out of the water. Definitely not Agile.
So one way to convince a client that a time & materials mode will work may be to assure them you'll make frequent progress reports to get their feedback. I believe this is already a core recommendation of most Agile methodologies. To begin, of course this requires the customer give their trust to the consultant.
As a separate resource, I searched and found a book on this subject: "Agile Estimating and Planning" by Mike Cohn. Read the praise quotes on that page, from an impressive set of Agile experts.
First of all, I want to say I think it's great you've sold him an on agile approach and per hour pricing. That's very hard to do.
Regarding your dilemma, I think you should present him with a rough pricing estimate and the features / scope it includes. During the development process, if you see something important coming up that will change the scope / cost, you say to the client "stop - this is great, but understand that it changes the original scope we discussed."
At this point the client has the privilege of agreeing, being aware that he will pay more than he originally thought, or halting the new development for now. Many agile projects are built in many mini-stages - for which you can give pretty accurate estimate of price / time. Before any new mini-stage commence, it's important that you and the client see eye to eye on what is up next and how much time / cost will be spent on it.
As always there's quality, functionality and time (=resources) which are your main parameters. We're not messing with quality any more, so there's only features and resources left. Fairly often you can get away with convincing that a certain amount of resources will at minimum reach a certain feature set. So as long as you can find an amount of resources that delivers a plausible feature set I believe this is enough for quite a few customers. The upside is that they can control progress while on the move, and there's always the option of backing out.
The way that I have done this is to use my current velocity and estimate a range based on rough estimates of complexity (number of stories). You would update this as you begin planning the application so that the range estimate gradually becomes better and better.
For example, give an estimate from 6mos to 2 years (if you're sure that it will take less time than 2 years. As you break it down into features, then plan for those features, you come up with better and better estimates so that after 6mos you can reliably say (absent any other changes), we'll be done in another 2-3 months (total of 8-9 months). Eventually, you get to the point where you can say, we'll be done after the next iteration (2weeks to 1month).
You need to pair this with letting the customer know that adding features will increase the time to completion, then let them decide how to proceed -- either drop the feature or increase the time. For any given project, scope and time are really the only variables that you can effectively change. Quality and resources are pretty much fixed. Actually, you can add resources, but generally you see an increase in time and decrease in quality initially so this only works if your time horizon is long.
One approach you could take is to give the client a general estimate that you believe is relatively close. Also give a percentage. The percentage will be an increase or decrease allotment in the budget due to changing requirements.
Example: General estimate of $10,000 but since the requirements are vague and the project could change course easily there is a +/- 30% price adjustment option.
This way the client can have a general idea of what to budget and you have some flexibility in charging to the project.
This is a really tough issue. See what Robert Glass has to say on the subject in his book "Facts and Fallacies of Software Engineering". (Note that Amazon has books available new for less than they're available second-hand! [as of 2009-01-05 12:20 -08:00]; also at Google books.)
If you have successfully sold the customer an on Agile approach, and billing by the hour, do not give them an estimate for how much it will cost to complete the project!. Even if they say they want it only for budgeting purposes, do not do it!.
The reason is that any estimate of cost will come to be treated as a definite commitment; no matter how many times you say it isn't, and how many times the customer says they understand that, it will be treated as a commitment. Even if the customer understands, their boss won't, and although they won't be able to legally force you to deliver for the price you said, you will come to known as a company that doesn't deliver what it promised. Providing an estimate throws away all the advantage of being agile in the first place.
What I suggest is telling them that you will spend no more than such-and-such an amount before the end of the financial year (or whatever other billing period your customer is interested in). That should be enough for them to plan financially without in any way saying that the project will be finished by then.
This was my answer to a closed question related to story points. I use this all the time for macro estimation.
When I switched to points, I decided to it only if I could meet the two following points; 1) find and argument that justify the switch and that will convince the team 2) Find an easy method to use it.
Convincing
It took me a lot of reading on the subject but a finally found the argument that convinced me and my team: It’s nearly impossible to find two programmers that will agree on the time a task will take but the same two programmers will almost always agree on which task is the biggest when shown two different tasks.
This is the only skill you need to ‘estimate’ your backlog. Here I use the word ‘estimate’ but at this early stage it’s more like ordering the backlog from tough to easy.
Putting Points in the Backlog
This step is done with the participation of the entire scrum team.
Start dropping the stories one by one in a new spreadsheet while keeping the following order: the biggest story at the top and the smallest at the bottom. Do that until all the stories are in the list.
Now it’s time to put points on those stories. Personally I use the Poker Planning Scale (1/2,1,2,3,5,8,13,20,40,100) so this is what I will use for this example. At the bottom of that list you’ll probably have micro tasks (things that takes 4 hours or less to do). Give to every micro tasks the value of 1/2. Then continue up the list by giving the value 1 (next in the scale) to the stories until it is clear that a story is much bigger (2 instead of 1, so twice bigger). Now using the value '2', continue up the list until you find a story that should clearly have a 3 instead of a 2. Continue this process all the way to the top of the list.
NOTE: Try to keep the vast majority of the points between 1 and 13. The first time you might have a bunch of big stories (20, 40 and 100) and you’ll have to brake them down into chunks smaller or equal to 13.
That is it for the points and the original backlog. If you ever have a new story, compare it to that list to see where it fits (bigger/smaller process) and give it the value of its neighbors.
Velocity & Estimation (macro planning)
To estimate how long it will take you to go through that backlog, do the first sprint planning. Make the total of the points attached to the stories the teams picked and VOILA!, that’s your first velocity measure. You can then divide the total of points in the backlog by that velocity, to know how many sprints will be needed.
That velocity will change and settle in the first 2-3 sprints so it's always good to keep an eye on that value

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