The better way is to have a smaller number of people work on requirements and figuring stuff out before a whole team lets rip. Some tasks just don’t parallelise well so a 9 person team isn’t good for everything.
I wonder where this comes from. Is it just hubris mixed with incompetence?
But, it take hubris and incompetence to get there.
Once they've shown they can do it once it's perfectly reasonable to bet the entire business on them doing it the next month.
Oh, and also, the diversity team have noticed we have hired a lot of young people so we're only hiring over-50s this year.
That's true. A team of 20 women can easily produce one baby a month.
Nine women can't, but the people who like to say "nine women can't produce a baby in a month" are almost never trying to tell you that you can fix your problem by expanding your team to the appropriate size.
The other day I had PM complaining how they were going to keep their team (which has somehow grown to 10 devs!) busy after the highly sequential work was blocked by a dependency on another team...
That would have allowed modules/components to operate independently ,reved on different schedules, and more, but evidently too much thought at the outset ,so they just didn't even bring it up ,or passed on the opportunity if it was brought up.
They think they can't spend the resources to get it right, but they'll magically have more resources to fix the problems.
Now everyone pays.
It was to partition the app into at least the primary segments that did different functions and had different behaviors, system resource load profiles, etc., and then mandate that those all run on separate machines (this was before everything was cloud-based), and that the relationship to entities was not 1:1. Defined clean interfaces up front. The primary goal was to be able to scale very rapidly for any big customer and/or upon discovering a scalability issue by temporarily throwing hardware at the problem, and secondarily to allow teams to rev different portions of the system on different schedules.
Both worked great, and it wasn't long before we were taking major customers away from competitors because they had scalability issues and we didn't. I'm in R&D and manufacturing now, but see no reason that this approach of fundamental modularity should not be relevant. Heck, I find high modularity to be a good approach relevant to designing industrial processes, or just setting up a shop... just keep everybody's fingers in their own pies, make the organization implement the best architecture, not make your architecture implement your org chart.
(see point about about the not understanding what is being built and constantly changing the scope)
and to save money they hire some newbies instead of experienced people. I have had it multiple times where the project got looded with people who had no experience or they were in India 12 hours away so onboarding was really hard. the result was always that the added people slowed the project down.
One place I was at had quarterly 3 day planning sessions. That was something else.
Team1: "Hey, we've launched a new initiative a few weeks back. Important for us to be able to add one field to the response of your internal billing API. Can we discuss what that would take?"
Team2: "Hey, probably a few hours of work. But, we just had our quarterly planning last week. In 12 weeks you can submit for Q2, and _maybe_ we will plan it somewhere in May or June."
Plus a planning every sprint and daily stand ups.
sigh
For the people doing planning, they were always busy playing ticket shuffle, asking random devs random questions all the time. But those two weeks was cray and anything not done by the end of the sprint had to be done by the end of the planning period, and you better have a good reason.
Management panics when they realize they won't make the self imposed deadline and start throwing bodies at the problem.
In our case, we went from 2 teams to 8 over night. The very few engineers who actually were capable of shipping features became swamped dealing with the fallout.
To make things worse, they keep scheduling multi-day, 8hr "planning" sessions that all key devs must attend so they can better "understand the remaining work"