How do you manage a large product backlog? [closed] - project-management

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We have a large backlog of things we should do in our software, in a lot of different categories, for example:
New problem areas for our products to solve
New functionality supporting existing problem areas
New functionality requested by our existing users
Usability and "look" enhancements
Architectural upgrades to the back-end
Bug fixes
Managing all of these in a sensible fashion is a job that falls to Product Management, but it is tricky for a lot of reasons. Firstly, we have a number of different systems that hold the different things (market requirements document in files, bugs in a bug database, customer requirements in our help desk system, enginering's wish-list on our intranet, etc). And secondly, many of the items are of wildly different size, scope, complexity and of course value, which means that choosing isn't as simple as just ordering a list by priority.
Because we now are fairly large, have a complex product and lots of customers, the basic solutions (a spreadsheet, a google doc, a basecamp to-do list) just isn't sufficient to deal with this. We need a way to group things together in various ways, prioritise them on an ongoing basis, make it clear what we're doing and what is coming - without it requiring all of someone's time to just manage some tool.
How do you manage this in a way that allows the business to always do what is most valuable to existing customers, helps get new ones, and keeps the software innards sane?
Note that this is different from the development-side, which I think we have down pretty well. We develop everything in an iterative, agile fashion, and once something has been chosen for design and implementation, we can do that. It's the part where we need to figure out what to do next that's hardest!
Have you found a method or a tool that works? If so, please share! (And if you would like to know the answer too, rate up the question so it stays visible :)
Addendum: Of course it's nice to fix all the bugs first, but in a real system that actually is installed on customers' machines, that is not always practical. For example, we may have a bug that only occurs very rarely and that it would take a huge amount of time and architectural upheaval to fix - we might leave that for a while. Or we might have a bug where someone thinks something is hard to use, and we think fixing it should wait for a bigger revamp of that area. So, there are lots of reasons why we don't just fix them all straight away, but keep them open so we don't forget. Besides, it is the prioritization of the non-bugs that is the hardest; just imagine we don't have any :)

Managing a large backlog in an aggressive manner is almost always wasteful. By the time you get to the middle of a prioritized pile things have more often than not changed. I'd recommend adopting something like what Corey Ladas calls a priority filter:
http://leansoftwareengineering.com/2008/08/19/priority-filter/
Essentially, you have a few buckets of increasing size and decreasing priority. You allow stakeholders to fill them, but force them to ignore the rest of the stories until there are openings in the buckets. Very simple but very effective.
Edit: Allan asked what to do if tasks are of different sizes. Basically, a big part of making this work is right-sizing your tasks. We only apply this prioritization to user stories. User stories are typically significantly smaller than "create a community site". I would consider the community site bit an epic or even a project. It would need to be broken down into significantly smaller bits in order to be prioritized.
That said, it can still be challenging to make stories similarly sized. Sometimes you just can't, so you communicate that during your planning decisions.
With regards to moving wibbles two pixels, many of these things that are easy can be done for "free". You just have to be careful to balance these and only do them if they're really close to free and they're actually somewhat important.
We treat bugs similarly. Bugs get one of three categories, Now, Soon or Eventually. We fix Now and Soon bugs as quickly as we can with the only difference being when we publish the fixes. Eventually bugs don't get fix unless devs get bored and have nothing to do or they somehow become higher priority.

The key is aggressive categorization and prioritization.
Fix the problems which are keeping customers away quickly and add more features to keep the customers coming. Push back issues which only affect a small number of people unless they are very easy to fix.

A simple technique is to use a prioritization matrix.
Examples:
http://erc.msh.org/quality/pstools/psprior2.cfm
http://it.toolbox.com/blogs/enterprise-solutions/sample-project-prioritization-matrix-23381
Also useful is the prioritization quadrants (two dimensions: Importance, Urgency) that Covey proposes: http://www.dkeener.com/keenstuff/priority.html. Focus on the Important and Urgent, then the Important and Not urgent. The non-Important stuff...well.. if someone wants to do that in their off hours :-). A variant of the Covey quadrants that I've used is with the dimensions of Importance and Ease. Ease is a good way to prioritize the tasks within a Covey quadrant.

I think you have to get them all into one place so that the can be prioritised. Having to collate several different sources makes this virtually impossible. Once you have that then someone/a group have to rank each bug, requested feature and desired development.
Things you could prioritise by are:
Value added to the product
Importance to customers, both existing and potential
Scale of the task

You should fix all the bugs first and only then think about adding new functions to it.

All of this stuff could be tracked by a good bug tracking system that has the following features:
Ability to mark work items as bugs or enhancement requests
Category field for the region of responsibility that the work item falls under (UI, back-end, etc)
Version # field for when the fix or feature is scheduled to be done
Status field (in progress, completed, verified, etc)
Priority field

Since you already are doing things in agile fashion, you could borrow some ideas from XP:
put all your stories in big pile of index cards (or some such tool)
now developers should estimate how big or small those stories are (here developers have final word)
and let client (or their proxy -- like product manager) order those stories by their business value (here client has final word)
and if developers think that there is something technical which is more important (like fixing those pesky bugs), they have to communicate that to client (business person) and make client to rise that priority (client still has final word)
select as many stories for next iteration as your teams velocity allows
This way:
there is a single queue of task, ordered by business needs
clients get best return for their investment
business value drives development, not technology or geeks
developers get to say how hard things are to implement
if there is no ROI, task stays near bottom of that pile
For more information, see Planning Extreme Programming by Kent Bech and Martin Fowler. They say it much better than I can ever do.

I'm not sure if the tool is as critical as the process. I've seen teams be very successful using something as simple as index cards and white boards to manage fairly large projects. One thing that I would recommend in prioritization is make sure you have a comprehensive list of these items together. This way you can weigh the priority of fixing an issue vs. a new feature, etc..

Beyond any tool and process, there should be... some people ;)
In our shop, he is called a Release Manager and he determines the next functional perimeter to ship into production.
Then there is a Freeze Manager who actually knows about code and files and bugs (he is usually one of the programmers), and will enforce the choices of the release manager, and monitor the necessary merges in order to have something to test and then release.
Between them two, a prioritization can be established, both at high level (functional requests) and low-level (bugs and technical issues)

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What factors do you consider when deciding what to work on next? [closed]

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Lately I've been feeling like I'm being pulled in different directions. In my company there are a lot of forces demanding my time and I'm having a hard time deciding which direction to focus my energies.
I have the choice of several different coding projects, some of which could demand a lot more work over time, and present unknown challenges.
How do you decide what to work on next in the big picture? Grease the squeakier wheels? Low hanging fruit? (translation: easier projects)
Do you have a system for determining and reaching your goals?
We've used a value graph to identify projects based on value vs. effort, as a part of lean.
A few of the things I ask that affect what I work on :
Are any of my tasks holding up other developers or keeping other people from being able to do their work? If so, it'll probably get done first.
Do I have any tasks with deadlines coming up? If so, it might be the next candidate to work on, unless I can justify something else being worth the task slipping schedule.
Will work on any of the tasks affect (make obsolete / make easier / make more difficult) any of the other tasks I have? If so, it might get moved up.
Is there a good chance that any of the tasks will change (requirements still not concrete / other tasks out there that might affect it), making time spent on it now likely wasted? If so, it gets moved down.
Are there any things that just really bug me, that I think I can get done before anyone notices that I'm not working on whatever my boss thinks is the highest priority. (which is justified because it'll distract me from thinking about the other things).
Are there any tasks I should work on while things are still fresh in my mind?
... other than that, we go with a combination of whatever sort of fixed deadlines I have, what tasks I have that might be holding up other people, what the boss wants first (I like this boss, and I only have one giving me tasks ... in the past, I'd've answered differently), which ones seem more interesting, which ones I can get done quickly to just get them off the list, etc.
There have been times when I've had more than one manager, and I just had to put everything on a list on a whiteboard, and told them to number them (17 items, which kept growing). Management balked, but I was sick of getting bitched out at meetings week after week with stuff not being done, and having to go through the list of every 'emergency' task I was given. (and being told that any manager in the department was allowed to task me in the case of an emergency ... which was something like 30 people ... and being bitched at when I asked who got to decide if it was an emergency or not.)
When I have the choice: whatever seems to be the biggest challenge with the most fun attached.
Fun + challenge = rapid learning, to me.
And sometimes that takes me away from the technical stuff - people can be a fun challenge too.
I tend to weigh 4 items based on things when deciding what to work on next:
Is this item a requirement for something else?
Can I work on this item yet (ie, am I waiting on something for it)?
How fast/easily can I get this item done?
How interesting do I find the work required for this item?
I my current team (working on a variety of Business Intelligence software projects), we've recently started adopting a variant of classical "agile" project planning and estimating -- everybody seems to be pretty happy with it so far, including us (developers of different levels of experience), the product managers (highly technical people, typically also with some development experience, but mostly interested in the business side of things), management (pretty technical at the level we report to, but also less-technical, more-businessy directors and VPs), and other stakeholders (users and would-be users of our software). But, of course, it is early times, and we'll adjust as we go along. (In the past few years I used other variants of this in very different application areas, such as cluster management software; but I've often also used more ad-hoc, less-structured approaches).
The outline is as follows. At each iteration (we're currently on 2-week iteration cycles), the PMs choose some "elementary units of business value" that they might like to get from projects in our area -- a typical unit would be one feature, a bug fix, some optimization aspect, etc. In a small meeting with tech leads and one or two senior engineers, each unit is decomposed into engineering tasks (and dependencies among tasks are identified). In a larger whole-team meeting, the relative "cost" of each task (how much time, roughly, it will take to perform that task relative to other tasks) is collectively assessed (we're using completely abstract units of effort we call "points", though I've seen other teams use less abstract units such as "ideal engineering-days"). The costs assessed include unit testing and technical documentation.
The tasks, each with its assessed cost, go on what's called "the backlog" for the team, together with "internal restructuring" tasks (typically refactorings that will deliver no new user-observable plus, but will make further development and maintenance more productive), also with assessed costs and a summary of expected benefits (which must be expressed in ways understandable to the PMs -- fortunately, as I said, ours are highly technical people). A refactoring may also, by engineering team consensus, be deemed a prerequisite of certain business-requested tasks (e.g. "makes no sense to work further on component X until class Y, too large, is properly split, which will take N points").
The PMs now get to order the tasks in the backlog in any way they prefer, based on the business value that completing the units those tasks make up would deliver, subject to the dependency constraints. They have a good idea of roughly how many "points" the team may accomplish in a 2-week iteration (our "velocity") based on past results, so they try to make sure some business-valuable release can be performed at the end of the iteration (as opposed to having many business-valuable thingies "in flight"... but none completed and deliverable to stakeholders yet!-).
The team then devotes about 80% of its time and effort to tackling the top-priority tasks as designed by the PMs (including pair programming some of the time, for particularly urgent tasks or for situations where one team member needs to learn more about some technology or some part of the codebase, and another team member who's an expert in those is available for pairing up with them for a while). The priority order is an important indication, but it's not entirey rigid (e.g. if the top task requires extensive work in Java, and the second one requires it in Python, I may well pick the second one, as my relative productivity will be enormously higher that way -- and vice versa for a team member who's a Java guru, etc etc).
"Priority 0" aka "Code Red" issues may arise at any time, and, if they do, by definition they will take priority over any other task (and be accounted for only retroactively in the planning, to make sure velocity is assessed properly). But, as we do a pretty good job with testing, release engineering, and other quality-assurance practices, those emergencies are fortunately few and far between.
This, plus other "mandatory" ways for engineers to spend their time (training courses, all-hands meetings, quarterly performance self-evaluations and peer reviews, etc), is supposed to account for about 80% of engineers' time -- the remaining 20% being time each engineer should devote to "something completely different" ("blue-sky" exploratory projects, "egineering community" efforts, open-source contributions, etc, etc), not directly related to the projects at hand. Nobody actually measures the hours precisely, but that's still a useful guideline (I keep thinking of ways to make measurement easy and painless that I could implement in my 20% time, to help me allocate time and effort more precisely, but I haven't actually gotten any round tuits yet;-).
Easy. I ask my boss.
High value + Low risk.
Only go on high value + something with higher risk if you already have a track record in the company / credibility.
Easy: What is the highest and best use of my time.
If I am involved in a project and that isn't the answer to that question, I ask myself why I'm working on it and how soon can I finish it.
:) On Job i left this decision n my Project Leader and Team Leader, As they know better
"What is project priority"
At home, i do where i see fun, learning and challenge

			
				
When I have a choice about which job to start next I try to find a balance between two things: quick, easy fixes that are highly visible (e.g. fix the non-critical bug that a user has been complaining about) and taking on a project where I can use something I've been learning about. I find if I alternate between those types of jobs I can keep myself and my co-workers happy.
I'd look at what has the highest priority from management's perspective for an intial prioritizing of upcoming projects. If they are all priority 1 projects, then there are a few other factors that may help my decision:
Do I see how valuable the project will be to the organization? Is this the type of thing that really helps with the competitive advantage that we have?
Does there seem to be a buildup of projects of a specific size? For example, are lots of little projects being ignored for the few really big ones? If so, I may take some of the little ones that may be seen as quick wins that may help my team look good.
Do any of these projects use my strengths? This can be a bit hard to determine but it could help a lot with motivation, at least using the Marcus Buckingham interpretation of a strength.
What teams and structures are in place for the other projects? I don't think I'd want to join a project that looks like a massive train wreck about to happen. Is there enough structure so that I won't go off and do my own thing that may hurt the project's chances of success? Do I believe I could handle working with X using methodology Y and technology Z?
Those are a few of how I'd look at making the decision, along with talking to my manager as part of this is his job, right?
You should ask yourself a question. Are you pursuing a general IT career path which may or may not include your current company, or, do you intend to have a long career with your current employer?
If you intend to have a succesful IT career moving around differnet employers then, sadly, the most succesful strategy is "buzzword collecting". Identify the current/next big thing and try to get it on your CV. e.g. FInd a trivial AJAX with SOA back end project which may never go to production, this will enhance your value to future employers even if the project had little value to your current temployer.
If you plan on a long career with your current employer, the most succesful strategey would be to align your goals with the business. For instance the most critical project for the business may be upgrading an old unsexy VB/Oracle stock control package to include an ancient EDIFACT interface with a new supplier. If you are seen as a key player in the success of such a project you will rank very highly (and rightly so) in your employers esteem, and your opinions and advice will be taken seriously.
Since you didn't specify whether you talk from developer or manager perspective, I'll try to cover both.
Providing a framework for prioritisation of efforts is a management’s direct job. The immediate day-to-day prioritisation may stay with management or be handed over to developers.
The decision who should work on what and when in average company is likely to be perceived as a matter of power, control and prestige by both groups and one who makes the most prioritisation decisions as clearly more important player.
In shrewd companies, however, it is well understood that decisions have several interesting properties:
Each takes time and effort to make, which is diverted from doing the actual work.
Every decision is a trade off
To make a good trade off one who makes the decision needs all the right information in her or his disposal
Subsequently, management doesn’t have all the information to make every decision and nor they likely to have right information to make a good trade off in each case, but developers cannot spend their time doing hundreds of prioritisation decisions per day instead of producing software, nor do all necessary co-ordination.
Hence the solution is for management to create a simple framework for task assessment and prioritisation and hand it to developers who will quickly apply it on case by case basis, filling the gaps. In management lingo such framework is called strategy; it saves time by removing repetitive redundant decision making, gives focus and consistency to the efforts, and provides direction. It should be detailed enough to remove the burden of re-assessing the situation each time, but loose enough to allow developers to make right choices when it matters.
The framework itself may give very straightforward rules for making decisions or, alternatively, provide some analytical methods such as Pareto, SWOT, Cost Benefit, Expected Return analysis or Porter Five Forces etc. However, it is worth keeping the rules simple, unambiguous and as straightforward as possible.
Joel Spolsky made available to the world several very good internal software strategy documents written in plain English. Not all documents are directly to do with developing software (showing that it viable actually to have a different unrelated decision frameworks for various aspects of the company life). Also since the documents are several years apart it’s actually possible to see how these frameworks kept changing to suit the situation:
Fog Creek Compensation
Our .NET Strategy
Set Your Priorities
Fruity treats, customization, and supersonics: FogBugz 7 is here
If you're intrested in choosing what things to work on from a personal point of view one of the best advices around in my opinion is the one given by Paul Graham in his essay "What You'll Wish You'd Known".
Fundamentally as software developers we are business enablers. Your priorities should be in tandem with business priorities and be pragmatic between quick wins and larger strategic initiatives. Effort and Priority make an excellent matrix in which to score projects taking the least effort/highest priority first.
From the tone of your question it sounds like business priorities are either unclear or there is conflicting direction between stakeholders. This is the place to start and it will make your decisions much easier once it is resolved.
You really need to discuss this with the business because only they can tell you what has the highest value to them. After that, I would go after the items that carry the most risk because if something is going to cause a schedule to slip it's best to know early rather than late.
If you're having trouble with what the business priorities - usually caused by being on multiple projects with different stakeholders who all think that their project is the most important - you can try getting both stakeholders in a room to discuss which project is higher priority. Or you could delegate that negotiation to your manager as that is actually his job.
I tend to work on multiple projects at one time, so I will work on a harder project, make some headway, and when I get stuck and need to think about how to do the next part, I will go to some low-hanging fruit, so that I can continue to make headway, as I give my subconscious time to work on the harder problem.
But, it really depends on your priorities. I have never been good at just trying to impress people, so I just quietly go about trying to get work done.
If we're talking in a work environment, i go through and just prioritise things - what is mission critical, what is urgent, and then anything else just gets put into the list and it gets done in the order it comes in.
As for picking the next big project at work, i like to do what offers the greatest challenge. I had been working as a developer for a year and i had the opportunity to do some work for a very large company working with some security experts and doing things i'd never done. So i chose that, and it looks great on my resume.
In terms of personal development work (not as in self help), again i'll offer something that challenges me. It's got to be something that i haven't done before. It doesn't matter if someone else has done it - i haven't, and i can learn from that.
In the end, it all comes down to what value it holds for you, and what value it holds for the client. Luckily, i've got a few years of sales experience under my belt as well, so i can easily sell the products i need to to clients.
If your problem is one of procrastination, then perhaps you need to focus on getting rid of those jobs that you fear tackling most - or at least making some forward progress on them to reduce the stress of considering how far behind you are.
This book, by Mark Forster, provides some good tips.
Failing that, you might want to produce an iteration plan. Let everyone vote for jobs - whatever gets the most gets scheduled right away. that way every stakeholder, including yourself gets some input into scheduling.
I would ask the boss, if they wont make the decision then I would go for the project which I felt was going to be best for the company, in profit and moral of the team.
If I was torn between too projects i would go for the one that sounds like I can develop my skills more and be interested in most.
If a project sounds exciting I become more driven and determined too :)
Given the nature of your question, I'm assuming this is all work that somebody thinks you should be doing, but there clearly isn't enough time to do it all. Therefore, you are just looking for priority knowing full well that some items are likely not to get done.
Impact/Risk if the item isn't done.
Visibility - Does anybody else really care about this task
Alignment with department goals - weed out things that really aren't your job
Alignment with company goals - weed out things that aren't important to your company's business.
Enjoyment factor
Alignment with career goals - Many people would rank this item significantly higher. Depends how important your career is versus what you do today. I've rank today's enjoyment a bit higher than long term career goals. Some projects may be horrible, but they can move along your career.
I guess it depends on how much is on the list. If there's a lot of low hanging fruit that's been on the list for a while, it may be worth while to take some time and clean some of it off. That way, there would be less demands on the available time and potentially more time or incentive available to work on the big projects.
Plus it can be cathartic to be able to cross a bunch of stuff off the list.
I will usually start working on a larger project first. Then when I feel I need to step away from it for a bit, usually so I can approach it with a clear mind later, I try to kick out some of the quick one-off tasks or simple projects.
I know that isn't very descriptive, but calling the occasional audible for distraction seems to work out well for me when tackling a big project list.
I tend to look at project from a learner prospective. I tend to choose a project that will help me learn something new, I also look for "cool" and intersting as well.
On tthe other hand you can choose your next project according to where it would lead you. Ask yourself if you have a career goal that project X will help you achieve. Perhaps a high profile project is better then intersting - at least for a short while.
One way to defide is to define several key pints that matter to you (i.e. new technology, intersting etc.) and try to rate each opportunity and see which gets the higher score.

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 sustain product development if every customer is allowed to change the code? [closed]

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How do you cope with that?
Is it normal to allow the costumer to change the software as often as he wants? I´m working in a environment where there are no specs and constant requests for changes.
For every new costumer we have to create a new branch and makes so many changes that by the time I finish I have a complete different product. I´m pretty much losing my interest in programing because of that.
So, am I wrong to say that the costumer should not be allowed to change the software at his will?
English is my second language, so please excuse any mistake.
Related:
How to deal with poorly informed customer choices
EDIT: I originally missed the part that you have many customers and are customizing a single piece of software for each. I'll leave my original answer for reference, but it's not really applicable to this particular situation.
In your case, I would suggest that you need a different tack to addressing customer concerns. One technique I have seen used is that any changes need to be consistent with making the product more useful for all customers. This would mean that you can say yes to many changes. For example, making the UI customizable via templates. That would benefit all customers, but may be driven by a particular customer's desire to fit the look-and-feel into their standard. But it would also mean that you need to say no to some requests, or modify them in a way that they are generalized to be useful to all.
You may also want to have your customers use something like UserVoice to make feature (and bug) requests and vote on them. This allows your customers to have some direct input into the direction of the product, but forces the requests to be filtered through all of them. Again, you need not always accept the highest rated requests and you can accept some lower rated requests. The guiding principle ought to be making your product useful to the widest range of customers.
I don't think that it's practical to have a separate, custom branch for each customer unless you plan to have only a limited number of very high-paying customers. Eventually, your version control system will become your bottleneck and not allow your company to grow or even serve your current customers well.
Once you get into a more sustainable feature selection mode, my original answer may still apply. Hope this helps.
Original
I'll say up front that some customers are just not worth having. Only you can tell when this is the case.
Typically, though, it's our job to discover what the customer actually needs and deliver that. I'd recommend following an agile development methodology to do this. Rarely does a customer actually know up front exactly what he needs. Even more rarely does a developer understand what a customer needs before they start writing code. Agile methods embrace this reality and follow practices that make change less damaging to the process.
First, agile methods employ lightweight processes and delays making decisions until the latest possible moment. There is "just enough" up front planning to lay out a basic architectural framework, but for the most part it is design-as-you-go. This is not as freewheeling as it sounds as the techniques used in agile methods, such as TDD, pair programming, refactoring, etc. are sound techniques that encourage good design and design improvement.
Second, agile methods are light on documentation. While not documentation-free, these methods keep document maintenance to a minimum. One of the worst aspects of change is that documentation becomes dated and must be constantly updated to be correct. Agile methods identifies those documents that are truly useful and maintains those, but other documents that become out of date can be discarded. They are used in the moment as needed, but you are not tied to them. Agile methods put a premium on the code, and tests, being self-documenting.
Third, agile methods encourage a cooperative form of development based on mutual trust. This goes both ways. The customer must trust that you have their best interests in mind, while you must trust that the customer knows or, at least, can recognize what he needs when he sees it.
Lastly, the hallmark of agility is release early, release often. Getting the product in the customer's hands early is the best way to get feedback (again, early) on what he really needs. Once you have a concrete product you'll start getting information on the changes that really matter. By planning to release early and often, and coupling it with other agile practices, you'll also build a framework into which change can fit more easily.
Even when following these methods, though, as I said earlier: some customers are not worth having. If your customer doesn't trust you enough to follow your advice when a change is bad or if the customer doesn't know and can't recognize what he truly wants, then there may come a time to sever your ties with them. I'd suggest that talking with them and letting them know that you want to get them what they need, but they need to know what that is. Spend some time talking about it so that you both have a better understanding of the goal and put into place agile methods to deal with the reality of change. If they are still unreasonable, then perhaps it's not going to be a good fit for you.
am I wrong to say that the costumer
should not be allowed to change the
software at his will?
Who owns the software? You or them?
If I own a house, I can hire someone to paint it in a different color every week if I want to. If the painter complains, I can get a new painter. If I run out of money, maybe it is because I am an idiot. But the painter did nothing wrong in painting my house, getting my money and using it to feed his family.
If I own a certain software, I am allowed to do whatever I want with it. And if you don't do it, then I'll ask someone else.
specing out the app is as important (more even) then implementation. Giving the customer at least a base line document, UI mock up or something like that i think is critical.
you have to accept change requests as the system evolves and matures, otherwise the system will suffer from entropy and any hard work you have put in will be lost forever. if it is a more commercial product try and restrict to changes that all your customers want. then everyone is getting added value.
If you have baseline documentation you can then charge for customization. the less you want to do the customization the more you charge :P make sure you document and estimate all the change requests. (i use fogbugz for this but there are many other tools out there) If the customer is paying for the changes then at tleat you will be getting renumerated for the pain of changing the system.
Your company is running itself hopelessly into the ground.
You should go job-hunting immediately.
before i put forward my suggestion, i should say i personally believe that a business is there to make money. so if a client is willing to pay for something they want, figure out how to accommodate them (rather then turn them away).
now, a solution:
i was at a company where they had a software package which they sold to many government organisations - each with their own particular tweaks and features.
i asked the managing director how they avoid version hell - considering they have to maintain a specific version for each client. he said "we dont, everyone gets the same version". they simply maintain one version for all clients, but switch off features which arent specific to a client.
LM

Managing user stories for a large project [closed]

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We are just starting on a pretty big project with lots of sub projects. we don't currently use any kind of named process but I am hoping to get some kind of agile/scrumlike process in by the back door.
The area I will be focusing on most is having a good backlog for the whole project and, at least in my head, the idea of an iteration where some things are taken from the backlog, looked at in more detail and developed to a reasonable deadline.
I wonder what techniques people use to break projects down into things to go in the backlog, and once the backlog is created how it is maintained and ordered. also how relationships between elements are maintained (ie this must be done before it is possible to do that, or this was one story now it is five)
I am not sure what I expect the answer for this question to look like. I think what may be most helpful is if there is an open source project that keeps its backlog online in some way so I can see how others do it.
Something else that would get +1 from me is examples of real user stories from real projects (the "a user can log on" story does not help me picture things in my project.
Thanks.
I would counsel you to think carefully before adopting a tool, especially since it sounds like your process is likely to be fluid at first as you find your feet. My feeling is that a tool may be more likely to constrain you than enable you at this stage, and you will find it no substitute for a good card-wall in physical space. I would suggest you instead concentrate your efforts on the task at hand, and grab a tool when you feel like you really need one. By that stage you'll more likely have a clear idea of your requirements.
I have run several agile projects now and we have never needed a more complex tool than a spreadsheet, and that on a project with a budget of over a million pounds. Mostly we find that a whiteboard and index cards (one per user story) is more than sufficient.
When identifying your stories, make sure you always express them in terms that make sense to your users - some (perhaps only small) piece of surfaced functionality. Never allow yourself to slip into writing stories about technical details that you could not demonstrate to a user.
The skill when scheduling the stories is to try to prioritise the things you know least about first (plan for what you want to learn, rather than what you want to do) whilst also starting with the stories that will allow you to develop the core features of your application, using subsequent stories to wrap functionality (and technical complexity) around them.
If you're confident that you can leave some piece of the puzzle till later, don't sweat on getting into the details of that - just write a single story card that represents the big conversation you'll need to have later, and get on with the more important stuff. If you need to have a feel for the size of what's to come, look at a wideband delphi estimation technique called planning poker.
The Mike Cohn books, particularly Agile Estimating and Planning will help you a lot at this stage, and give you some useful techniques to work with.
Good luck!
Like DanielHonig we also use RallyDev (on a small scale) and it sounds like it could be a useful system for you to at least investigate.
Also, a great book on the user story method of development is User Stories Applied by Mike Cohn. I'd certainly recommend reading it if you haven't already. It should answer a lot of your questions.
I'm not sure if this is what you're looking for, but it may still be helpful. Max Pool from codesqueeze has a video explaining his "agile wall". It's cool to see his process, even if it may not necessarily relate to your question:
My Agile Wall (Plus A Few Tricks)
So here are a few tips:
We use RallyDev.
We created a view of packages that our requirements live in.
Large stories are labeled as epics and placed into the release backlog of the release they are intended for. Child stories are added to the epics. We have found it best to keep the stories very granular. Coarse grained stories make it difficult to realistically estimate and execute the story.
So in general:
Organize by the release
Keep
iterations between 2-4 weeks
Product owners and project
managers add stories to the release
backlog
The dev team estimates
the stories based on TShirt sizes,
points, etc...
In Spring planning
meeetings the dev team selects the
work for the iteration from the
release backlog.
This is what we've been doing for the past 4 months and have found it to work well. Very important to keep the size of the stories small and granular.
Remember the Invest and Smart acronyms for evaluating user stories, a good story should be:
I - Independent
N - Negotiable
V - Valuable
E - Estimable
S - Small
T - Testable
Smart:
S - Specific
M - Measurable
A - Achievable
R - Relevant
T - Time-boxed
I'd start off by saying Keep it Simple.. use a shared spreadsheet with tracking (and backup). If you see scaling or synchronization problems such that maintaining the backlog in a consistent state is getting more and more time-consuming, trade up. This will automatically validate and justify the expenditure/retraining costs.
I've read some good things about Mingle from Thoughtworks.
here is my response to a similar question that may give you some ideas
Help a BA! Managing User Stories ...
A lot of these responses have been with suggestions about tools to use. However, the reality is that your process will be the much more important than the tools you use to implement the process. Stay away from tools that attempt to cram a methodology down your throat. But also, be wary of simply implementing an old non-agile process using a new tool. Here are some strong facts to consider when determining tools for processes:
A bad process instrumented with a software tool will result in a bad
software tool implemention.
Processes will change based on the group you are managing. The
important thing is the people, not the process. Implement something
they can work successfully in, and your project will be successful.
All that said, here are a few guidelines to help you:
Start with a pure implementation of a documented process,
Make your iterations small,
After each iteration talk with your teams and ask what they they
would change, implement the changes that make sense.
For larger organizations, if you are using SCRUM, use a cascading stand-up mechanism. Scrum masters meet with thier teams. Then the Scrum Masters meet in stand-ups of 6 - 9, with a Super-Scrum-MAster responsible for reporting the items from the Scum-Master's scrum to the next level... and so forth..
You may find that have weekly super-scrum meetings will suffice at the highest level of your hierarchy.

Managing feature creep in GUIs [closed]

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Does anyone have any practical suggestions about how to manage feature creep in GUIs?
I'm getting strong pressure from both internal and external sources to add, modify, tweak, etc. I always cringe when someone approaches me with the words "wouldn't it be nice if...?". I can't just turn around and yell "NO" at them, because often they are my superiors or customers.
Instead, I'm looking for suggestions to help explain why it's a bad idea to be constantly adding new features, and in doing so, manage their expectations of the final product.
Have feature requests handled in a formal process, normally through the project manager and whoever analyzed the requirements originally. Its always better to palm those sorts of decisions off to someone that isn't the developer, assuming that whoever is going to do that job is actually capable of it.
If you're freelance then obviously charge for changes to the requirements, and if you're an internal development team, then you could consider inter-department billing to make sure people think about what they want to spend money on.
Finally, expect requirements to change and feature creep to happen. If you code without considering what changes might be requested, or your process and/or deadlines are so inflexible that you can't adjust to this, then you'll find that the project will become a nightmare.
What I do is keep feature ideas on index cards and post the cards somewhere visible. When someone asks, "Could it also do XXX?" I write a new card. This is a better relationship building move than screaming "NO!" :-) It also has the advantage of not losing potentially good ideas. OTOH, I'm under no compulsion to implement it right then. The suggester knows they've been listened to, I know I won't forget, I can get back to work, and we can all get together to make priority decisions at a better time than when my brain is in CodeLand.
All right then, I'll be the voice of agile here. The problem can't be solved at the end of that process, it has to be avoided by managing the project differently.
Aside from a specific methodology, the trick is to put those decisions into the hands of the customers. You have a list of things to be done. When they want to change that list, you ask them which item from the list won't be getting done to accommodate the new item. Or, how much more money they will be giving you to handle it.
Also, you have to do the work in small iterations (a week to a month) so they have chances to readjust in between.
We use SCRUM and its been great. After a couple of iterations all the business-level and process-level items get worked out and you're delivering exactly what they want by the end.
Ideally requests like this should be handled by the person in charge of the Functional Design. Wether you like it or not, changes will happen (from the first letter in the functional design to the last byte of code and beyond) and there will always be requests for extra features. So make sure your design is up for such a dynamic process.
This will probably sound like a very lame solution (and I doubt it's good practice), but I have been struggling with the same issues in the past. The fact that it happened in a very small company (lack of 'layers' in management) made it worse, since I was in charge of development, functional design, technical design and managing my own projects.
What worked for me is to deflect the problem back to the person asking (wether it was a superior or the customer). Hand over the functional design, a prototype printout or whatever describes the current situation and ask them to figure out 'how' and 'where' this mighty new feature should be implemented.
Both the superiors and the customers were then 'forced' to take it back to their own people, discuss it in meetings and whatnot. Usually this means that you don't hear from it a second time. In the cases where it did come around, it was actually a concept that worked.
Your company appears not to be defining requirements clearly before starting a project, and this will only end in tears.
My policy is to get a clear breakdown of all requirements in advance and have all parties know the implications of intruding these requirements.
Progressively Delayed Release times
Increased Bugs
Incomplete features
Staff stress
Staff resignations.
Extra charges for expecting more out of the final product than was agreed upon at the declaration of a price ( and this is REALLY BAD )
If they don't want to adhere to a system that is sustainable and productive, one might want to opt for #5, or threaten with #5.
For managers:
the sooner the product is released to the market (assuming it's shrink-wrap), the sooner the company can make money and the better the cashflow.
don't rule out the new feature outright, but balance it against the value you can derive from doing alternative work; explain the opportunity cost.
For everyone:
if the new features are in-your-face in the UI, start talking about the effect of visual complexity on the usability - and from that, attractiveness - of the product as whole. But I'm sure you're already doing that. I'll try digging out some references...
The best way IMHO is to clearly outline exactly what the cost of implementing the new features will be. "It would be nice if" really starts to dwindle when the user starts to see the cost of such additions.
Disagreeing with the customer about a feature usually gets you nowhere. If you blatently say NO to them they will feel alienated and out of touch with you and your team. The feature probably is a good idea overall, granted you have all the time and money in the world and no technical limitations. In their world being able to see a fiz next to a bar after they click on a snip is a good idea. Of course in our world it means a full table scan, potential security vulnerability, and an all nighter to make sure it's in by the next point release.
If you lay it out for them and explain why it is not a really good idea overall they will usually understand. Don't forget all of the different factors (time/money/cost of adding complexity to the project/risk of slipping deadlines). A reasonable person will understand if you paint the picture clear enough, and you can at least say "I told you so" to an unreasonable person.
You cannot handle just feature creep - you need to organise your whole development process in an proper way.
However from your description it seems that you just code what other people ask for and could not re-organise the process. In this scenario your best way to manage the requests effectively by havign a tracking/ticketing system which would allow you to receive requests from other people, prioritise them, estimate them, agree the implementation schedule and track the time you actually spend working on them.
When you will be able to prove with the real-world figures that 'this small button' would take 2-3 days instead of 5 seconds the customer probably believe it should be you will be in much better position to negotiate.
If you will be able to clearly show that the project go-live date will be delayed by two weeks because of the new features you might see those requests simply vanishing.
You have to remember however that 'feature creep' is not always a negative thing. As application matures and grows your customers priorities are changing as well. Failing to acknowledge that could mean that your finished product will not be what they want.
Try checking if they would accept trading a new feature for an old one from original specification which is not yet implemeted.
I keep a prioritized list of work tasks and my estimates on what will be in build X and how long (roughly speaking) I expect it to take to write tests, implement code and do whatever else is related. I always take their inputs, discuss what they really want/need and insist that we determine where it fits in the grand scheme of things. We talk about the impact to schedule and other tasks.
It keeps the communication line open and clear - there aren't any surprises and the expectations are managed. In the end, it isn't my program - it is the customer's (whoever the customer is) and I want to build them what they want (and need) built.
The key seems to be in the question.
'Managing feature creep'... you do this by implementing a management process that needs to be followed. You can't avoid it (after all, it's frequently the customers requesting it and shouting no at them all the time tends to drive the poor creatures away)... but that doesn't mean it has to be undisciplined. With a procedure in place that entails the person placing the request to give simple things like justification and a preliminary investigation/use-case for the change you start to reduce the number of 'wouldnt it be nice to'. Once you have this in place, your feature creep is managed and you can start prioritising and providing more consistent feedback.
Your users have lots of needs that aren't taken care of. They are suffering. They need attention, and they need you. I think feature creep is something that happens when you don't implement the right features already.
Cultivate a close relationship with your users. Let them know you are always interested in their input. Periodically give them a call and ask how your software is treating them.
Get to know their work habits, standard practices, how they use your software, and how they use their other software. As that information comes in, collect it.
When feature requests come in, your users won't really know what they want. You know what they want, though, because you have expertise and you've been listening. So, work with them to clarify the problem they're having, then use your collected knowledge to generalize the problem as best you can. Write a solution that solves that problem.
On the other hand, "feature creep" is often the response of a software product to an evolving business. If your customer's business is growing, you're fortunate, because they will spend more money on your work. So relax, they'll pay you! They just need to understand that, the bigger a system gets, the harder it is to change, and sometimes a new small feature necessitates a big rewrite, or a whole new user interface, in order to keep everything working smoothly.
You have to be careful to balance a reluctance to avoid feature creep with a tendency to ignore feature requests and feedback.
Every time a user comes to you with feedback, that's an opportunity to improve your product and what you're working on. It may end up that you're adding something interesting to both the user, and your developers; it might actually be fun to work on. And yes, it may be a stupid idea, as posed to you. But it's your job to accept the feedback, extract anything positive from it, and shape it into something valuable to your users, the product, your company, and your development team.
That being said, feature creep is a very difficult thing to manage. And how well you manage it depends on your position and who the "creep" is. If you're a mid-to-junior level developer, and the CEO is demanding a feature; well, you're going to be adding that feature. You can try to convince the CEO that it's not a valuable feature, or it won't work, or there are more important things to be working on, or it will negatively impact the schedule. But never do any of that at the time the feature is being requested. All you'll end up with is two people defending their position instead of working together towards a common goal.
Instead, accept the feedback and feature request (or feature demand) at face value immediately. Walk away, think about it openly for a while by yourself. "Could this be valuable?" "Am I missing something in the way the CEO asked for this?" "Is it as hard as I'm making it out to be?" Ask yourself these kinds of questions, and come up with some concrete answers. Then always go back to the CEO with follow-up questions. Demonstrate that you've thought about the feature requested, and have actually come up with some ideas, tweaks, enhancements, or objections, etc. This will create an open discussion. One that the CEO hadn't anticipated, but that he most likely would not object to since it was not outright resistance to his idea initially.
One of our financial backers requests features all the time. Sometimes he says can we get the software to do 'x'. If it is possible we tell him yes, and then ask him what timescales he had in mind. If he comes back with ASAP - then we tell him that some other feature will have to give, or extend our deadlines. Thankfully he then normally changes his opinion to sometime in the future.
I think the most important thing is to actually record the idea or request, even if the feature doesnt get implemented straight away.
We use Bugzilla to keep a track of bugs - but also Feature Requests. We have a 'features' worklist (or target version)... that way everyone can see what features we would like to develop in the future and as people have more ideas on a feature they can simple add more to the item in bugzilla.
Every release when we sit down and work out the worklist's for a version we dip our toes into the features list to see if there is anything we can pull in. We do try to pull in a feature when we can and give feedback to people - this shows that features and ideas are not falling on deaf ears.
This feedback in helps people know that we are acknowleding their features requests and we DO get round to implementing them, rather than them just sitting on a list which gets bigger and bigger.
1)Increased time before release.
2)Increased cost.
3)Exponential maintenance cost
4)Increased potential for bugs
In order to manage a feature request, ask them to submit a change order. Periodically, review the change orders and send back a statement about each request, "This will take X long to do, implying this Y additional cost. Is this acceptable?" Once the requester has accepted the additional cost, then that's a-ok. Your hands are washed. :)
You explain "sure, it's doable, would you like to have an estimate of how much it will push out the project completion date? Also, giving you that estimate will add about a day to the project end, as well."
There's nothing wrong with adding features, so long as the stakeholders understand that there is a cost associated with doing so.
Suppose you build a product that has exactly one feature and all 100 of your customers love your product and find it easy to use. Now suppose that you add ten more features to your product that only 10 of your customers will use. Now you will find that 90% of your customers have much more trouble using your product because there are ten times more choices to make, and ten times as many things you could do that won't help you. The good stuff has been lost in the noise.
This is of course a simplification but the reality is that most of your users will only use a small portion of the features of your product.
Read some good books on software design and UI design, and get your manager to read them too. Joel Spolsky's books are a good place to start - www.joelonsoftware.com
If there's a lesson we can learn from the Internet and Web 2.0 kinds of things, it's that people love customization. That's what iGoogle and hundreds of other sites are all about. If you can build customization in to your GUI, chances are your customers will love you for it.
Also, take a look at how other projects successfully manage feature creep. For example, Google lets users submit feature requests, but also shows a list of features already requested. Users can then vote to request that feature as well. Not that I'm a suck up, but take a look at stackoverflow.uservoice.com. They have a similar policy.
It's critical to listen to your users and get their feedback. Expect them to come up with new ideas that are better than yours. Expect them to come up with ideas that you think are dumb. If enough people want it, and it seems reasonable, give them what they want.
Create work mandates that define the problem that needs solving. Your work is constrained by only needing to implement that which is necessary to solve the problem.
Any further refinement of the problem then becomes change control.
We follow wireframes in my office. Any change after signoff has to go through a Change Control procedure.
Lock-in feature set for a short time frame (Scrum/iteration/agile). As the user starts seeing things working, the necessity or lack thereof of features will become more apparent.
Also, it is helpful to have a person through which all changes come (in Scrum, a really good Product Owner).
Show them how simple GUIs can be effective. Examples: Google Chrome, Apple's software. You may also want to show examples of bloated software, like Eclipse, Netbeans, Visual Studio... ok, these are actually all software IDEs, but they all have cluttered interface.
The trick is to define the project as a sequence of versions. Your initial design is for version 2.0, but, the intended first release is version 1.0. All new ideas (features) are welcomed but since, due to scheduling, version 1.0 is frozen, the new ideas have to go into version 2.0.
Of course as soon as version 1.0 is released you begin bug fixing and coding for a maintenance release of version 1.01 and so on... Perhaps version 2.0 never actually
gets released, but is used as an elusive goal and a parking place for features
that are good, but not good enough to delay the release of a working version.
The right question to ask is 'How can I give the developers a stable environment, while still responding only to high benefit feature requests.' A SCRUM like approach would be:
Stable environment:
Have the developers work on a small fixed set of features during a small fixed iteration interval.
Responding only to high benefit feature requests:
One person maintains a list of prioritized features. New features can always be added (Cuts down a lot of politics). However the features selected for the next iteration only are the high priority items.
Communication is key. In a relationship with a client, it must be clear to them that when a plan is created with a set of features, that is the set of features. It is only the fault of those interacting with the client who are either misleading the client or are somehow intimidated by the client.
As for developers contributing to feature creep, the key is to find a balance between making decisions on implementation and outright adding new features. Again, communicating with the developer on a regular basis will likely curb an issue here.
It might not be possible to avoid all feature requests.
But try assigning a cost for each feature request. When the next planning meeting or deciding the features for the next release comes around this will help to weed out the unnecessary ones.
IF you're not the manager or owner of the project, I prescribe the following:
If they want it, do it. Make sure they pay you on payday. I've learned that sometimes the battle to get things to conform to what you would like, isn't worth fighting. Enjoy life, after work and plan & code your own personal projects that do things the right way.
The answer to your question is broader than just GUIs. Feature/Scope creep will always happen, when someone isn't paying attention to what the contract has stipulated and when there isn't a formal process for handling change requests.
If you lack the ability to implement the formal process or influence its creation, I suggest you get all feature change requests documented in email, and that you notify your management of the possible consequences in email. This isn't to get anyone, but rather to protect yourself from the fallout of the eventual failure.
At some point, you have to ship something. Assuming you're going through some sort of a formal test process, as long as the product continues to change, testing is never going to be able to sign off on a working product.
It helps to come up with a timeline describing what features will be released and when. That way the people pushing for the new features have some idea that their requests will be handled. It doesn't mean they're going to be handled right now, but it should provide them some reassurances that the next version will address their concerns.

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