This resonates with me. I think we do our best work when we have the autonomy to apply our expertise.
But at the end of the day, you're not the only one writing that novel. If you have an idea of where the plot is going but your teammates think it's heading somewhere else, it's going to be very problematic.
The other problem is that you _will_ make mistakes. Some could be avoided by leveraging the experience of your teammates. You also won't always strictly have the best ideas. Brainstorming as a group can be a lot more effective than sitting alone for a long time thinking hard about a problem (but also sometimes hard problems need a lot of individual thought).
I suppose my point is that I'm not sure where the happy medium is? I've been on both sides of the "engineer working too long alone before sharing" problem and I think it sucks.
How do we enable engineers to do their best work but also allow our teams to be successful?
We don't all have to agree on everything. I think that's a fallacy.
I can't tell you how many times I've had to throw out code or designs from longer explorations, but the things I learned in getting there, for the sake of technical purposes, or heck, new ideas I could apply elsewhere in the future, were entirely worth the trouble. This is a pretty fundamental part of increasing skill — to be forced to struggle on one's own, especially if that person's personality is suited to the solitude needed to solve a problem.
Obviously it's smart to avoid larger mistakes or going in the wrong direction for the sake of the product and delivery timelines, but I think it's more realistic to expect these longer adventures to happen, and that an element of trust is necessary to allow that person to not only solve the problem, but grow in that journey.
However, the opposite extreme, spending time in meetings where lot of good ideas get proposed but most of them get killed, because somebody doesn't like a detail, or nobody champions them strongly enough, is not a good learning experience either.
I'm going through exactly this at the moment. For reasons HN will probably consider fiction, my superiors have started treating me as a toddler that needs oversight on every single decision that needs to be made.
It's something I've been dealing with in therapy, and the way I was able to explain it to her was by saying that I feel like the monkey in the infinite monkey theorem. Never thinking about what you're producing (if you can call it producing at all), just pressing buttons.
It makes me wonder what the point of having me even is, considering they spend so much time solving all my problems for me. I've come really close to saying "ok, go ahead and let me know when it's done" during 40 minute meetings where every minute detail of what I'm supposed to do is discussed by 3 people.
I guess there's a reason the phrase "code monkey" exists. Jonathan Coulton said it pretty well:
Code Monkey have boring meeting
With boring manager Rob
Rob say Code Monkey very diligent
But his output stink
His code not “functional” or “elegant”
What do Code Monkey think?
Code Monkey think maybe manager want to write god damned login page himself
One reason they do this is usually around control. A lot of people feel like they have to be in control of everything in order to be safe. There may be ways you can make them feel safe without needing them to be in control.
Another reason is that until the thing is built, there's nothing to do, so everyone gets involved in that. This happens a lot in startups where they have a "build it and they will come" attitude. It's not true; building a sales/marketing channel doesn't actually need a product at the start, and there's a ton of stuff that needs doing while the product is being built. But it can be difficult explaining this to new founders.
Good luck :)
Never knew this, can you tell more about it?
I have a feeling that advice was great 10 years ago, and not so great now.
I guess the next step for me is to figure out how to avoid going into such situations (I entered the situation because I was joining a team in an area that I wasn't familiar with and decided to work on an existing project whose owner has a very strong presence and I didn't clarify the specific work item / boundaries clearly in the beginning).
Even if we do get into a similar situation in the future, we'll be much better prepared to not only deal with it, but to identify it before it necessarily becomes a problem. To me that's the important bit.
Edit: you're right though, it's definitely nothing like that. 1 job is more than enough for me :D
This issue largely disappears if your engineers are given the proper context, background and system overview.
I'm not advocating everybody should take their project and run with it for weeks on end, but daily updates are ridiculous.
In fact, not only should you be able to give daily updates, you should be able to ship functionality on the daily. From first line of code into production and in front of customers should only ever take about 2 to 16 hours of work.
If you can't work at that cadence, you're probably not being as effective as you could be, as a developer. A "good" manager enables you to work like this.
Agile is, by far, a more effective way to run an R&D shop. By far.
"Agile teams show progress with working software, not documents. Right from the beginning. And that's huge." [1]
[0] The Art of Agile Development, pp. 35 [1] The Art of Agile Development, pp. 8
So I don't know, and quite frankly we didn't really care if we were "agile." All we found was that "agile" is simply too lossy of a descriptor for meaningful conversations about development process.
People writing books and blogs about what they mean when they say "agile" hasn't caused the industry to coalesce on a concise definition. That horse is out of the barn, and I don't expect we're getting it back.
It's not as effective if you're not working in software, or at least I don't know how effective it is, but that's not what this submission is about.
"Don't assume that your team should build what it's told to build. Instead assume the opposite: nobody really knows what you should build, not even the people asking for it. Your team's job is to take those ideas, test them, and learn what you should really build." [0]
That's your team's job. Not to make guesses by assuming you know what's best, not to do what they're told by customers, but to run tests and use results to inform next steps. That's the entire purpose of a development team, and you simply cannot do this without a quick iterative cycle.
[0] The Art of Agile Development, pp. 453
I think the reason people aren't fully agreeing with you is that there's a lot of important stuff where a quick iterative cycle in front of a customer eliminates the possibility of high-value outcomes.
The point you're trying to make isn't the novel insight I think you're trying to present it as. Of course you don't just build what your customer asks for blindly, of course you design with the future in mind, none of that is precluded whatsoever by iterating quickly to provide value and test what your customer needs.
In a past life I had developed 3 generations of tooling to support a certain complex and information-dense task that was essential to the business. Generational change was not incremental and required months/years exploring the problem domain and prototyping and backtracking and intentionally not consulting anyone. If I came out of stealth too early I'd be directed back to a gen 1 approach that was functionally and architecturally exhausted and could not meet the business needs at a reasonable cost. By the time I was done I understood the problem domain better than the business did. (I will stipulate that most of the time this is a bad approach--but sometimes it's absolutely necessary.)
My (aspirational) purpose at work is to surprise my customer with valuable and insightful solutions that they could not have arrived at incrementally, or with their methods, or with their team. Surely you can see how this is in direct conflict with rapid iteration in collaboration with them?
Except you're not inventing things, you're discovering things. That's a big difference. The best way to discover if something works, is to put it into the hands of customers as fast as possible while minimizing your expense at doing so.
You're "lowercase a" agile if you operate under the prioritization outlined in the Agile Manifesto. I think most of the people who've found consistent success with agile would say that's what matters is more about that than about XP or SCRUM or Kanban or whatever.
Those systems can help, but to be agile is to focus more on individuals, working software, customer collaboration, and responsiveness and less on processes, documentation, contracts, and plans.
I hesitate even to reword the items in the manifesto, just because I know it took a lot of very smart people a good while to agree to the specific wording, and it's seemingly stood the test of time.
That said, I don't think waterfall works any better there either. Sometimes there's no way past the "muck about and find things out" work.
Breaking down work into small, day-or-two chunks is a team effort that the developers are doing together, alongside the customer (representative, usually).
I've worked on teams that run the full gamut here. Those that did scrum and enforced "an every task should be one or two days" did not ship more or higher quality software than those that didn't, and the development teams were consistently more stressed and less satisfied with their work.
This also ignores the fact that there is a huge amount of important work that is effectively invisible to the end user, but is absolutely crucial. The workflow you're suggesting disincentives the team from working on those things, and may even punish them for it (as they are not shipping customer visible features).
And before you try to list off work you think fits this category, I urge you to think about how that work could affect a customer's experience.
Because it's invisible, what's the point of arbitrarily shipping it in one-to-two day chunks to "gather user feedback"? Be willing to take the time to do hard things right. I'm not proposing you spin your wheels for ages on something, and I'm generally in favor of shipping early and often, it's just trying to fit every different shaped problem into the same process that doesn't work for me.
And I get that this idea may not work for you, but it works for a lot of very successful people, the luminaries of our field. You're arguing against Ward Cunningham, Robert C. Martin, James Shore, Martin Fowler, Joel Spolsky, Jeff Atwood, Bill Wake, Andrew Hunt, Dave Thomas, et. al.
Customer collaboration over contract negotiation. [0]
Who should I listen to; you, or them?
Solve the problem at hand in the way that suits that particular problem best. Don't be a slave to a rigid process. Don't burn out your developers with a dysfunctional system.
Not every problem is well suited to being broken up into single day chunks of work. Not every developer can maintain a healthy relationship to their work with that level of micromanagement. There is a huge amount of anecdotal evidence about this if you read any thread about developer burnout, or modern day scrum and agile. You mention the Agile Manifesto, but seem to forget that one of the primary points is "individuals and interactions over processes and tools".
Delivering software to your customer is an interaction. You need more of those, not less of those.
"Stories are "just right" when the whole team can finish four to ten per week, or about six on average." [0]
"For stories that are too big, work with your customers to split them into smaller stories." [0]
If you think it's just "Everything gets shipped every day or two and no other changes get made to how the team functions." then I have not been clear. It's a massive mindset shift, and it comes with a number of other important changes, all of which are best read from the experts themselves, rather than interpreted through me in an HN comment.
Suffice it to say, it's all been accounted for. Agile works.
[0] https://www.amazon.com/Art-Agile-Development-Pragmatic-Softw...
> Not every problem is well suited to being broken up into single day chunks of work. Not every developer can maintain a healthy relationship to their work with that level of micromanagement. There is a huge amount of anecdotal evidence about this if you read any thread about developer burnout, or modern day scrum and agile. You mention the Agile Manifesto, but seem to forget that one of the primary points is "individuals and interactions over processes and tools".
I don't plan to continue the conversation at this point, because it's not productive.
And if you are doing "Agile" but it's not working... then you're Doing It Wrong(tm). Right?
There are lots of reasons agile won't work for you, but they're also great indications you should probably leave a given org.
"Agile" software development doesn't work when there's 5 non-technical stakeholders and 1 software developer.
I took a week to refactor some nasty crap a few months ago. No customer noticed it.
I was rather happy to lower the estimated time for a bunch of other tasks from weeks to days/hours after doing it.
Now you can argue that was not "absolutely crucial", but then we'll just disagree on what that means.
> I urge you to think about how that work could affect a customer's experience
Why is this the be-all and end-all?
Oh, our customer? It's the Oligarchic Cell Phone Company. They don't move fast. And as a result, neither do we.
This is a great example of the perverse incentives built into the "everything should be done in one day chunks that you report on daily". The team is incentivized to ignore highly important but challenging / hidden work, and instead only focus on things that are highly visible to management.
Hell, I've fixed 1 liner bugs that have taken me a week to figure out.
...
- ask for help
- try to explain how it's supposed to work
- try to explain how it's not working
- Listen to them come up with all the ideas that I've already ruled out
- Try to explain why their preferred idea has already been
ruled out or is not actually relevant to the problem
- conclude they still don't understand the problem or even
how this part of the system works
- go ahead and just solve the problem myself
...
before it's OK to stop "asking for help", and just fix the damn thing?What I've found to be a good middle ground is take some time to think things through myself first, at least in rough strokes. Then have someone else come in and review the work. There is a balance of doing too much vs too little yourself of course, but I don't think there is a hard and fast rule (e.g. 1 day worth) for it.
There are a lot of ways to keep your team updated, but more importantly, it's frankly arrogant to think you can or even should tackle any problem on your own.
When Joe has a problem with X, he should go ask for help, even though he's the one best able to deal with it? Should he ask himself for help?
Can you see the problem with blanket statements like this?
That said, I don't know how to change the situation if you have devs with skillsets that don't seem to overlap much, which seems inevitable for some companies
I didn't make up any of this, it comes directly from Joel Spolsky in his article titled, "Evidence Based Scheduling". [0]
[0] https://www.joelonsoftware.com/2007/10/26/evidence-based-sch...
This creates unnecessary exaggerated expectations. There is only so much you can accomplish in one day, some functionality take way loger than that. We don't want to ship half baked solutions, but we are expected to do so... In order to accomplish that sacrifices have to be made on everything else that is important in software development: proper testing, documentation, refactoring and a clean codebase. Its perfectly valid for a developer to give the update "I am still working on ..." / "I am still trying to figure out:..." / "I am in the process of preparing the codebase for this update" for a certain period of time.
1) "Everyday you should ship something" 2) "At the end of each day you should be able to tell your line manager in a clear and concise way exactly what you did; if you can't you've done nothing."
2) does not mean ship code: you could have spent 12 hours thinking and reading code. But if you can explain i.e provide a daily update, then you have actually done something, and not spent a day on slack sending memes.
i've had days where I did nothing but read code trying to understand a bug, and then my whole contribution was 1 line of config or 2 lines of code. But I have a clear achievement: I understood an area of the code much better and i have a fix.
Having daily updates to your manager also forces you to not slack and work on the most important problems: otherwise you might be tempted to work on sth fun but not mission critical.
At the end of the day, people should do as they wish.
Many software developers are not that effective at making rapid progress (for whatever reasons), so if you are actually highly skilled and highly motivated you can produce multiple of the progress of some coworkers. But generally management doesn't deliver high performers who deliver multiples of progress multiples of salary, instead they fight to keep it to small percentage rises and don't even fire the deadwood!
This (mis)management destroys intrinsic motivation of high performers and the manager is left with deadwood and skilled but unmotivated people and some average performers, which try to micromanage to get results out of.
It's probably a lot more effective to keep your team up to date on what you're doing, than it is to keep your boss up to date on what you're doing, and that's where I was focusing.
And yeah, while I did say "ship functionality", you're right, the real value is producing something you can show users. I prefer that ends up being code, because otherwise users are hard to pin down, but it doesn't have to be.
Finally yes, people should do as they wish, but with the understanding that if the thing they'd prefer to work on isn't the thing the team they're working on needs, that the team should be able to go find someone who does want to do the thing the team needs. It's not really fair to drag a team down because one person isn't having fun.
The systems supporting shipping daily should exist either way, though.
Obviously there are limits to this approach and it wouldn't work well for solving really difficult problems, but really, 99% of day-to-day development work isn't that special. A motivated and conscientious developer with average skills can get an awful lot done with minimal distractions.
An alien code dump is basically how I ended up in the situation. My boss left abruptly and a bunch of work he had been handling himself suddenly fell to me. At first it was really stressful trying to get a handle on everything, but once I got over the hump it was quite nice.
From my experience, people don't actually want to control the output of everything, they just want the opportunity to be heard. What you do with it from there doesn't matter as much, so long as the desired outcome is "correct". If the desired outcome is not correct however... then you have to justify all of the input that you didn't act on.
But regardless, I find that whole process exhausting and disempowering, even if there is sometimes a benefit from it.
A first step is probably treating your developers skilled specialists (hopefully you've hired a good team, of course), and not just code monkeys who have to show their manager a progress report every single day.
The problem is our industry, forcing developers to exhaust their energy on pair programming in open offices. May as well be in a daycare center with children all around.
In bad teams I end up defending myself from people who want to leave their mark on what I'm doing, or just have different taste than me. Getting feedback in these situations is frustrating and demoralizing.
I wrote a program the way I think it should be. Clean code, super easy to understand, super low complexity. Anyone can understand what it does.
Thats fun for me, when the code is very simple, reads like English and there are no complex functions.
I don't do real software engineering however (just business intelligence and python programs to extract and load data). But when it comes to looping in colleagues, I avoid it for the same reasons as above.
Its exhausting.
I believe this is why books most often have a single author. A solution to this, is to agree on the global design, and then have different developers own different "modules" of the design. These modules should be treated like third-party libraries (and should act like third-party libraries vis-a-vis of their documentation and API).
Basically, microservices can exist within your code if you know how to modularize well.
... And at least one editor, no?
I use this exact description when discussing balancing creative side of the value creation project processes, design and development over the value extraction side of products. Small empowered teams with an almost startup mindset is key, but even more is time to play to find solutions that can make products that are more like friends than enemies to people.
Engineering/development, creative and product design/development are creative fields, a value creation action and activity.
Business, finance, marketing do not see many parts of this as a creative action but a production line, a value extraction action and activity.
A large problem is the misunderstanding that new projects are value creation not just value extraction, and rely on creativity at inception. Once they are established they can be more patterned and predictable and ramped up, but initially the creative phase is the key to making good products. Smaller teams, more empowering of the people that can create products that get the early points right. Taking long enough in the "open" mode before the "closed" mode is key, essentially prototyping and play is needed, but rarely available in the modern processes and project management systems where engineering is simply "production". There is a pre-production and post-production that is usually left out.
For instance in game development, pushing through a project process before the main game mechanic is "fun" is a problem. You can't get creative on a forced schedule just as you couldn't write a book that way or come up with a novel new concept in some software app that should be a friend to users. The prototype of the project or product must have some time to simmer and iterate on. The first thing managers do is cut that time and sometimes throw too many people at it resulting in Mythical Man Month level mistakes leading to too many cooks. When a prototype or early product has value mostly figured out, then it can go into a more robust process to create variations or iterations. The initial value creation will always be wildly hard to estimate.
Good examples of this in software are programming languages, usually it is one person for a long time then others join in to ramp up when the vibe of the language is set. Same with books, movies, games, anything really. You can't have 10 people drawing the same illustration or writing the same book, the parallel part can be multiple people doing their own to see which is best, but you can't have them all in on one creative project without it being confused.
I have seen companies turn into faction based wars when varying groups don't clearly respect the value creation and value extraction balance, the value creation MUST come before the value extraction. The open mode before the closed mode.
A great talk by John Cleese on the "open" and "closed" mode [1] helps describe this, which I recommend and hope everyone I work with watches. Value creators need time and creativity to create value both in the "open" mode to explore/prototype/build and the "closed" mode when things are decided to ship. The value extractors always want people in the controlled "closed" mode only, the "open" mode is non quantifiable and seen as almost an enemy to the value extractors but is key to creating products that are so good they are like friends to value creators and the people using the products.
The value extractors are who Fred Brooks talked about in the Mythical Man month [2], they think things are a factory with already figured out steps, when you are in a field that uses originality, creativity, the mind over the physical, it isn't like a factory or supply line. Every single project manager needs to know about the Mythical Man month.
Here's a great point by Steve Jobs about product stagnation and the managers/business side [3] and how they can run amok if not controlled to allow value creation to continue, and how monopolies or problems that arise when only the business/managers are in charge. This point is more about larger companies than new projects but the same forces that stop innovation at large companies also kill it in any sized companies when there is no value creation / value extraction balance.
> It turns out the same thing can happen in technology companies that get monopolies, like IBM or Xerox. If you were a product person at IBM or Xerox, so you make a better copier or computer. So what? When you have monopoly market share, the company's not any more successful.
> So the people that can make the company more successful are sales and marketing people, and they end up running the companies. And the product people get driven out of the decision making forums, and the companies forget what it means to make great products. The product sensibility and the product genius that brought them to that monopolistic position gets rotted out by people running these companies that have no conception of a good product versus a bad product.
> They have no conception of the craftsmanship that's required to take a good idea and turn it into a good product. And they really have no feeling in their hearts, usually, about wanting to really help the customers.
Modern project management processes promote shallow change over deeper dives. They create a risk profile for anyone looking to bring new innovations that might be hard to estimate because it will be a perceptual hit. These rigid tightly wound processes are horrible for creativity. Agile itself has been captured with tightly wound controlling mechanisms like the daily standup, and so much weight around trying new things as well as perceptual hits for that. Anyone truly trying to make new value will be seen as an enemy to these systems. Agile was created to give product people more margin to build, but it has been coopted into being used to control creativity which cannot be controlled, it simply disappears when there is no open mode and only a closed mode or nothing but value extraction.
All of this is spelled out in "How Software Companies Die" as well [4]. I wonder when if these realities will make it into the business education curriculum.
[1] https://www.youtube.com/watch?v=Pb5oIIPO62g
[2] https://en.wikipedia.org/wiki/The_Mythical_Man-Month
[3] https://www.businessinsider.com/steve-jobs-on-why-innovation...
Good news is there are lots of us like it, the problem is since the value creators rarely control the funding and sometimes lose the power to implement these the right way before internal faction wars start. However at all good product and all good companies, you'll see the respect of value creation and the open mode. One day maybe business/finance will see it with the same value.
A couple of points as well, there is an internal and external view of a product. The external view is really all that matters, the market perception. The internal perceptions and processes if they are made too tight or the main focus, the external product suffers. This is one reason I think remote companies that are smaller, or having small teams, do better. They focus on their external view over the internal. Most remote work is virtual just like most communication today and especially the communication with the people that use products. The external view needs to be the main focus as well as simplicity, but also the "friend" aspect of a product. Using a product should be a simple joy, a friendly part of your day. External focused setups work the best to achieve that.
In my team we always publish some form of status report at the end of the day. This could be a pull request or a list of open questions on the task. For us that is less about micro management and more about bus factor: If a person calls in sick the next day the rest of the team wouldn't be able to continue that persons tasks without this process.
I understand that this can be detrimental when it feels like micro management. But I believe it is more a question of framing.
Depends what "showing" means - on the other end is doing all prototyping/exploration as pair programming - thus immediately "showing" work to at least one other engineer.
Which isn't to say you shouldn't do it, just that it's one of the things that makes me dislike working on a team. I actually think this may be one of the factors in burnout for a lot of developers. Writing code as a team is almost like writing a novel with a few dozen other people, all of which have differing ideas on how the book should be written, or even what it should be about. It's hard to feel the joy in creating something when you're only a small cog in the development machine, and every decision needs a dozen voices of input.
It's disempowering to feel like you're never able to make a decision yourself, despite supposedly being hired for your expertise in the field.
> Always encourage engineers to show their work as quickly as possible – an engineer on a project should never go more than a week without showing something, and usually it should be more like a day.
"usually it should be more like a day" is bad advice in my opinion, and a likely source of micro management. Let professionals do their work.