Dear Agile, I’m Tired of Pretending (2018)
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(I mean, reasonable dependencies. No one can account for unknown unknowns, but the software engineering field is not an art, more of a skill, we do have well established processes to minimize the surprises).
Is this something that HN audience is interested in?
One may start with enumerating the features that needs development (a.k.a. "user stories"). Also enumerate external dependencies, team overhead (more people working together means overhead is greater). For each feature enumerated in step 1, try listing as much detail as possible, also listing open issues and unknowns.
For example, list all the UI elements under development. List all individual functions / use cases that need distinct functionality (classes, functions) to be developed. List all the test cases. List external APIs, enumerate different ways the said API can be used. Enumerate failures and possible recovery actions.
I'll give you an example: a login dialog for an application. This starts as a two page requirements document, which balloons to around 120 items using this method.
This alone should give a good idea at the start of the project. Keep doing it (enhancing the level or detail), while keeping the ratio of initial estimate vs real value - that will help in estimating the remaining portion of the work.
The problem (the way I see it) is that we don't really have the tools to do this kind of tracking and analysis. Jira and similar systems don't even come close.
Here is an attempt to apply the methodology using Excel:
https://github.com/andy-goryachev/PasswordSafe/blob/master/F...
But actually, once you show the customer what's involved, and give them a realistic estimate, it might reduce the chances of cancellation. The discussion might be steered towards what they really want, or prioritization of deliverables.
A mockup (and multiple iterations thereof) might be necessary as well.
That book is from this perspective, that you can work out what needs to be done for a project before actually doing it.
Are you teasing? Yes, we want to know! Though frankly I'm incredulous.
I tried to describe the process somewhere in this thread.
But having read your proposal, I actually totally believe that that could result in accurate time estimates. To summarize, remove the unknowns by planning things out beforehand, then count how many hundreds of small pieces you'll need! That sounds plausible as long as what you're doing is straightforward. (E.g., no crazy database optimizations needed to make things fast enough, no crazy ML techniques needed to make things accurate enough, no crazy algorithms needed to solve NP-hard problems, etc.)
But in the majority of software development projects the tasks are trivial, and it is possible to enumerate all the little details and their dependencies.
I was thinking of writing a tool to support the process instead of using excel, but unfortunately the dev has stalled due to lack of time on my part.
I agree with this. The problem is that estimates vary, and that management teams often don't understand the way they vary. It's one thing if your estimates are precise and are generally accurate within 20%; it's another if your estimate is "it will likely take between six months and three years", and a third of the time the actual required time falls outside even that range.
... and yes, there are many projects for which such a large estimate wouldn't be unreasonable; nor would it be unreasonable for there to be unexpected breakthrough or challenges that significantly impact the timeline.
> Is this something that HN audience is interested in?
I can't speak for the community, but I think the only way you can know the answer to this question is to post it :)
I'm not sure how people can provide any reasonable estimates, especially these days when technology is shifting even faster under your feet unless it's a clone of something you've already done in a specific set of technologies that haven't changed.
For me, I simply make a very conservative guess and use a 2x or 2.5x multiplier to be safe. I'm usually far ahead of schedule but there have been occasions I as happy I added a 2.5x multiplier in. Everyone is typically happy... the fact is, my estimates are garbage.
If people are happy with your estimates then they are good estimates.
Within reason. Ive worked in orgs where there is no estimate at all, and that bring a different set of problems (unbound projects and no work getting done because of the complete lack of pressure).
Now you're totally right: software engineers rarely do the same thing (or even similar things) twice, so estimating is somewhere between "very hard" and "impossible".
"Scoping" however is still needed.
If you ask me "How long will it take to add a button to this page", that's a very ambiguous question.
I can solve the problem in a few ways: - Tack on a plain html button element - Add a button from an existing styleguide/library/design system. - Build our own button component instead of reusing one. - Build a full blown button editor that allows a non-software engineer to use a WYSIWYG editor that will create their own custom button and insert it on the page without code.
Now obviously there's a range between these, going from a few seconds (plus deploy), to months or years of work.
The project/product/whatever managers and the tech leads/engineers need to work together to agree on scope. An arbitrary deadline can be picked and then engineers have to do whatever they can up to that deadline. Or we can agree on minimum functionalities with onbound deadline that MUST be created regardless of how long it will take. Realistically, successful projects will be a mix of both, along with various forms of padding and revisiting estimates along the way to account for unknown and mistakes.
I would say it may be due to more of a lack of focus.
And when road blocks come up just communicate early, and then if PM/boss don't understand there is not much you can do but probably look for a better gig.
In other words, "I don't know" is sometimes a complete answer. I don't know. Period.
This is supposedly one of the main points of this religion (agile). Some things are unknowable. So you move ahead a bit, and reassess. If you are scrumming, that is usually 2-3 weeks, and don't get me started on that arbitrary limit. But, you try to move forward for a bit, learn something, and then that might
1) let you know enough to know how to estimate
2) give you some information on what not to try next (I tried a, b, and c, and they all failed)
3) give you guidance on what to work on next (d seems promising, I can flesh it out more and see if it still seems like a promising avenue).
You proceed on, and eventually get your hands around the problem, or the person writing checks decides this is not an economical search (because that is what this is, search on a multidimensional surface) and change/delete the requirement.
That's what agile is supposed to be, with a nod to the fact that yes, we can estimate writing a single database query or something fairly well, so in some cases estimates can be useful at this scale.
The bane of my existence is the endless pressure for estimates. I'm doing research; no one has done this stuff before. It is truly unknowable. If it was known it would be in a paper somewhere, and I would merely be implementing that paper. So I get told "break it down into smaller chunks", as if my 30 years of success didn't teach me how to break down problems. Thanks PM that has never coded or produced anything intellectually novel before! I'm surely being dumb and/or obstinate!
I got that written in my previous performance review, that I don't know how to plan and break down problems, because I flatly refuse to play this game. You get punished for trying for hard things. It's nonsense. "I don't know" cannot be changed by insisting on an estimate.
An absurd comparison given most software engineering tasks have been done before, they're simply difficult to estimate for some given team without expertise in doing some particular task.
Granted that’s more broad than a PM (or humanity) would want, but it is SOMETHING.
>the old trope of using something meaningless but easy-to-measure as a proxy for something important but hard-to-measure
> ... and then if PM/boss don't understand there is not much you can do but probably look for a better gig.
If only it were that simple.
That's definitely awful. Personally when I was leading agile teams, for anything non-trivial we'd start by creating an issue to scope the individual parts of the project, frequently allocating several days to do so.
And some stuff is still mostly unscoppable. That's where Fermi estimation and the whole "How many chips can you fit in the empire state building" time deal comes into play. You have no way to really know how long something will take, but we need to allocate resources SOMEHOW, even if its completely off. An imperfect guesstimate is better than none at all.
The catch is that everyone involved has to know that its an imperfect (and potentially completely wrong) guesstimate, and it has to be revisited regularly as new information comes in. Everyone also has to be ok with restructuring the project (or even cancelling it, in extreme cases!) if we learn its completely wrong.
We recently discovered at work that an assumption/decision that was made nearly 2 years ago turned out to be totally false. The project that relied on that false assumption was about 10% in (the assumption was made long ago, but actually work started recently). We had to sit together and ask ourselves if it was actually worth pushing through the 90% (and likely regret it in a year), or agree to scrap the 10% and start over now that we know what we're doing. We have to be careful not to pull off a Vista/WinFS resource blackhole though!
This isn't personal, just a comment on a way of thinking that is not uncommon: each of those sentences are insane and not based in reality. You may "feel" these things are possible, but that's about as far as it goes. "Just look up all the unknown stuff." OK.
The other problem with time estimates that I find is that even though I might know for sure that a certain feature will take only a day or two, I can't tell when it'll be done because I usually have other things to work on as well.
Refueling nuclear aircraft carriers have projections start to finish, a half decade long. There are countless pre and co requisites with interrelated projects, not counting the mundane issues like material and manpower.
I simply do not accept it is impossible to project a timeline for software. If someone stops you in the hall and says "hey you, how long will this take?" That is not a reasonable question, so sure you cant give a reasonable projection. If youre a professional coder and you show up to a planning meeting and your answer is "I dont know, i have no idea and its not possible to provide an answer even on an order of magnitude" thats just ridiculous.
This is probably not how the refueling nuclear aircraft carriers projects work.
That said, it's usually not quite as completely unknowable as your last sentence. Then again, it frequently is.
The real tension is about trust. When people think engineers are lying about their estimates.
To sum up, software development requires too much trust, way more than would be acceptible in an aircraft carrier or airplane or nuclear bomb. Or refrigerator.
Not arguing with your main point, but curious to hear your thoughts.
Projects usually go wrong, or are "late" (relative to estimates engineers didn't want to give in the first place), when they're being closely controlled by people who are not engineers. The recent article on Berlin's new airport being a case in point, where the politicians tried to double its size after it started being constructed and the entire project collapsed in a heap.
Now imagine that happening all the time, every day. That's the enterprise software world.
You planning 'how to put fuel in a nulean aircraft carrier'.
For most software projects the equivalent question being asked is 'can you put some fuel in this thing we have'.
When asking things like * what kind of fuel * is the thing a container or a vehicle * etc
The response is often 'isn't it obvious, you're the developer you should know'.
Can you tell I'm in the middle of training coworkers to offer up proper requirements.
Is a bit like "How long it will take to discover the cure for cancer?"
"We have this problem, you see, where cells sometimes start to multiply aggressively instead of doing their job. That's a bug, the customers are complaining. How long will it take to fix it? What do you mean you don't know - not even a ballpark estimate?"
Well, as you said, you're not a coder.
"Refueling nuclear aircraft carriers" has so fewer fail states and unknowns, it's not even comparable to writing a large piece of software.
The difference is that those projections weren't spit out on the fly by a engineer after a 15 minute pitch of some manager's great new idea. Those plans took many months of effort to put together by a team of specialists planning out the various details of the project. Software does have the equivalent of this, it's called waterfall development. The reason we don't do this is because, unlike aircraft carrier design, if you take six months to create a project plan your requirements will have likely already substantially changed.
True, but it's because that question is often ridiculous.
If it's technology I've never worked with before, in a domain I've never worked, for which the test data doesn't exist yet, it's perfectly reasonable to be outside an order of magnitude.
E.g., we mostly do Web app development with React and Django, sometimes going into more complicated data processing and visualization. In a recent planning meeting we were asked about recognizing waterways from aerial photographs to improve local government's GIS datasets. Ummm...
To be fair, thats something that happens all the time in "normal engineering". While the field itself is much better understand (mostly because aside of record beating sky scrappers, its usually within the same problem space), not everyone knows everything.
For a more down to earth example, if I ask my carpenter to scope out a bathroom remodel, the first thing he's going to do is call a plumber to take a look. The carpenter's not going to be able to give an answer on the plumbing themselves, but they sure as hell can say "Im going to ask someone and get back to you on it".
As a software engineer, I have a network of connections I can reach out to if I'm asked about a problem completely out of my space, and you'd be hard pressed to ask about something that no one in my team knows or has a connection to someone who knows. Definitely won't get the answer today or even tomorrow, but we can get SOME information.
I simply do not accept that it is impossible to refuel in a week or so, assuming it's a couple orders of magnitude more complex than refueling a car.
Thats about how your comment sounded.
However, your comment didnt help me understand. It doesnt help because even if i embark on something i have no idea about, even in total ignorance i can _bound the problem_.
I dont understand how a professional coder can approach even a problem and have no idea - you have to DO the problem, so what is your approach? Just start coding and somewhere between 5 days and 5 years you stop?
Planning meetings dont happen in a vacuum, so what kind of problem can you research but have literally no guess about its solution? Bear in mind, we're not talking edge cases (research grants or whatever), but coders hired to do a job.
This is the nub of the problem when it comes to software. I understand your skepticism but software development is really very different from other activities. It is "mind-stuff" (and thus quite unstructured) which needs to be expressed in very precise language to solve an [almost always ill-defined/constantly redefined] problem. The inherent complexity involved is huge due to the number of degrees of freedom and malleability involved.
I can do no better than point you to the article "The Humble Programmer" (http://www.cs.utexas.edu/users/EWD/transcriptions/EWD03xx/EW...) written by one of the pioneers of Computer Science to really understand the issues that make Software Development such a complex and difficult activity. And since then (the article is from 70's) we have made matters exponentially worse by orders of magnitude.
https://www.quora.com/Why-are-software-development-task-esti...
In even a small project, that means that your moment-to-moment work might be something like "do task A4.1.2.3.5.3.2.1.5.4". Not literally, but conceptually, that's what's happening. Every task involves a bunch of other tasks, which involve a bunch of smaller tasks, ad infinitum.
This is probably similar to your refueling of a nuclear aircraft carrier. Big tasks involve little tasks, which involve smaller tasks. I assume. I've never refueled a nuclear aircraft carrier. But I have developed a lot of software.
Every software project is a working a plan that has never been done before. Because when it is done, the result is software that is infinitely reproducible, so there is no need to do it again. It's as if somebody needed to figure out how to refuel a nuclear aircraft carrier once. And then after that, everybody who wanted to refuel just cut-and-pasted a fully-fueled carrier.
In many ways, writing software is like figuring out that plan. It's not following the plan, it's creating the plan. And somebody who knows how to do A can figure out that involves A1, A2, and A3. And they can probably figure out that A1 involves A1.1 and A1.2. But they can't predict all the way to A2.3.1.5.2.4.2.2.5.1.1.1.5.2. (It's been tried. It didn't go well. Google "Software Crisis.") Too many issues don't appear until you try to solve them for real.
And those little edge tasks way down at the bottom? They might take five minutes. Or they might turn into another nested set of tasks that takes five hours. Just today, I was working with a team trying to solve a simple problem: print the URL of their current web page. This was no problem. The tool we were using to serve web pages told us the current URL. But it only told us the url's path (the part after the domain name). We also needed the scheme ("https:") and the domain name ("news.ycombinator.com") and the port (":80").
And that wasn't something our tool expected us to want [1]. So a five minute task turned into a half-day marathon of reading documentation, trying things, and reading more documentation. It took us half the day to figure out how to do something that should have taken us five minutes, and we had assumed it would only take five minutes when we estimated the larger task two weeks ago.
Coders who know professional estimating techniques approach this problem by using Monte Carlo simulations that provide a probabilistic range of dates. The high-confidence numbers resulting from these simulations are usually way too far in the future to satisfy stakeholders, because the simulations have a long tail. (More can go wrong than can go right.) Professionals have found it's often easier to refuse to provide estimates than to fight over high-confidence estimates or educate stakeholders in interpreting probabilistic date ranges. Not estimating saves lots of time, too.
I hope this long-winded explanation is the help you were looking for.
[1] For the nitpickers in the audience, I'm obviously leaving out a huge amount of detail about how our REST API was actually interacting with its framework. But that's the gist--we were trying to find a clean way to translate our current absolute URL to another absolute URL. Even now, I'm sure we were missing something obvious.
Especially this part:
Professionals have found it's often easier to refuse to provide estimates than to fight over high-confidence estimates or educate stakeholders in interpreting probabilistic date ranges. Not estimating saves lots of time, too.
The spell for floating an object is Wingardium Leviosa. It usually takes an 11-year old a few days to become proficient at it.
Please give an estimate for a modification of this spell that will make the object lift, complete two vertical circles (720 degrees) and then go back to the starting point.
(Before you ask: yes, we're doing magic. We're combining words in specific ways to create significant effects in the world.)
Refuelling a nuclear aircraft carrier may be a complex operation but it's one for which the plan was already developed quite some time ago.
To compare to software development is missing the point. Building a PC, installing Windows and all the apps you need might take half a day if you're experienced, and it'll take half a day each and every time: it's labour and you can't reduce the time taken to zero. That's like refuelling an aircraft carrier: executing a plan.
But software development isn't like manual labour where you execute a pre-determined plan. It's more like researching how to build the aircraft carrier. Once the plan (the software) is built, installing and executing it is trivial and takes very predictable amounts of time, which means software developers are almost always doing "research" even if it doesn't seem that way.
How long did the first nuclear aircraft carrier take to design? Well, literally the first sentence of the Design section of the wiki article for USS Enterprise says:
Enterprise was intended as the first of a class of six carriers, but massive increases in construction costs led to the remaining vessels being cancelled
So I guess ship designers suck at estimating about as much as software developers do.
But downvoting you is just as counterproductive as burning the devil's advocate and you have my upvote. I hope people will get a hold of their emotions.
I've just spent a month doing a script I thought I could do in a weekend. I didn't realize several of the difficulties inherent in the data, I didn't realize I'd have to up my game with regard to techniques in shuffling data and I didn't know I'd run into so many quirks in the programming language.
I didn't know what I didn't know. That's why I guessed wrong.
In everything you haven't done before, you don't know what you don't know - and only a small portion of those things could have been realized by spending some hours researching the work I needed to do. Those didn't pop up on my radar until I had to solve them :(
But that knowledge isn't without value. Knowing that it is doing stuff you haven't done before that is risky (timewise) means you can underscore when you have a high-risk assignment.
Actual demos seem to help a lot here in my experience.
Focusing on the most important features of each module first, and then the most important of the next then the next with a focus on progress towards something useful is the only way to go.
When you have a consistent team and some tracking data to compare task size to hours required to complete, then you can start doing estimates for future work, but you never have to ask the dev team to estimate other than setting some relative size between tasks and trying to stick to the sizing system. I prefer Fibonacci story points, but it can be anything that has a number.
Currently in that situation. My "agile" estimate blew up by a factor of as much as 10, just because the ask was conceptually very simple, even to the domain experts I consulted. And by bad luck the way I was implementing the story it happened that the issues unfolded one-at-a-time, rather than somewhere in the beginning where we could have broken things up into more stories with additional time.
I mean, it happens in engineering sometimes. We engineer our way out of it, and the engineering is solid in the end. But no, we blew up our story, so all that working nights and weekends to get back on track are for naught.
That's broken from the get-go.
Indeed.
Please do not feel bad, nor let anybody make you feel bad about this. It's absolutely natural for this to happen. If anything you could use it to ask for a junior or intern to delegate implementation details while you dig further into the coal mine of this feature.
"Simple is hard." What you can learn from this (beyond team pushback) is what kinds of questions can be asked to figure out if a simple ask is masking 10 other things.
Shit happens. The end of a sprint is there to highlight issues like this so the business side can re-evaluate if continuing is still a good idea.
I don't want anyone on my team working nights and weekends to finish a sprint task (system going kaput is the only time I would reach out for help). Anyone letting their team work normal sprint tasks on nights/weekends is not going to keep their team very long. They will either quit or burn out and stop working.
But to everyone, if management is going to beat you up with your estimates, maybe find a place where management doesn't? The pathological thing described in all of these situation isn't Scrum, Agile, or giving estimates... Its the managers who beat up employees.
Agree completely. There is a difference between management pushing and beating up though. Sometimes I wonder if people get upset at normal pushing/asking for clarification. I've seen both from management, but have also seen engineers get unreasonably upset at simple questions around an estimate.
What helps is first identifying why an engineer is feeling insecure about their job, imposter syndrome, some sort of life events you may not know about. If the engineer hasn't been having issues delivering, then you want to really talk with them and find out what it is. Why do they feel they're going to get in trouble or 'beat up' if they don't hit the estimate. If they have been having issues, then you should be identifying why those issues have been having, but that is a whole different set of issues than what I think this thread is talking about.
If they are feeling outside, this is probably evidence that this engineer feels that they've been shut out giving input for the 'how' or 'why' questions surrounding the design of the project. They also maybe having resistance to opting into what the goal/product is. Perhaps the goal isn't clear, perhaps the goal isn't well defined, or there is some bigger issues.
Finally, if you as a manager aren't constantly getting estimates as the project is progressing, especially if you aren't using an agile framework, then you need to. If you are using it, have you pointed your backlog without input of the team? Are the scores stale and if you repointed, with new info the scores would be much different?
If you (anyone reading this) are a manager and you think your job is to get an estimate and drive your engineers towards that, then you are only doing only a superficial part of the job.
By creating a spike, you can do some initial investigation into how the code is written, what's involved, how long it will take, etc.
Once you have completed your spike, you can come back to the original piece of work and give a better estimate based on your findings.
In practice, for anything that's new, your project devolves into a set of spikes for development because your time-boxed investigation leaves unknown unknowns everywhere. Which is fine in that perfectly spherical Agile world, but it makes less-than-perfectly-spherical stakeholders very upset that they are not getting to use the Agile stick to beat over their developers' heads, as they have been trained to do.
Which would be fine, but then management or the PM expects me to loop back around when a spike is complete. I'd rather just continue engineering a solution when I'm done investigating, which is the natural progression of things.
I'd rather treat {get requirements, investigate, implement, debug, deploy} as a single atomic task, rather than splitting it across N meetings for planning the sprint, planning the spike, meeting with the PM for more requirements they forgot to put in the user story, describing it at a retrospective, showing it at a demo.
Now I know somebody will say "But that's now how agile works!". Well, we have a few agile "coaches" that were embedded in our teams who would disagree.
This has nothing to do with agile. Feature X may sound great if it takes 2 weeks, but if it takes 6 months I may not consider it worthwhile right now. Engineering is not just about building something, but dealing with constraints like time and cost.
Timebox it then! If you think the spike is going to take a day, and it turns out you'd need a week to even get the prototype working, then that's a successful spike -- you dramatically increased the lower bound on your estimate.
(Sadly by the asymmetry of estimation it seldom happens that you think it's going to take 5d and it ends up taking just 1d).
Those environments are toxic and the sign of toxicity is that the estimation process is not up for discussion (AKA the dept head keeps doing it again and again and no heads roll)
No anxiety needed.
Then calmly explain that the reason things didn't work out as [they] expected is because in real world things doesn't work the way they want or fantasy about.
Suggest better approach. If they refuse and keep doing [asking] the same thing all over again and expect a different result - then let it be their insanity [or anxiety], not yours.
But since folks reading this will probably need to make estimates anyway, this tends to be accurate: Estimate it'll take as long as the most recent similar thing you've done (real time, not heads down time). Resist the urge to trim out parts of the previous task that aren't related (you'll have new yak shaving) or related to mistakes you've learned not to make (you'll make new ones). If it's really different from anything previous, look for a time you had to learn something and implement a new system based on what you learned (you're allowed to be meta).
Even bad estimates are better than no estimates. If you are having meltdowns your reputation is being tied too closely to your ability to give estimates.
You must never turn estimates into a promise, always remind people they are estimates.
Want to give fast estimates? Here’s how:
1) first determine the scale of the task? Is it a year, month, week or day kind of task?
2) Then, it’s just 3 of those units. The smallest task takes 3 days. One day to completely fuck up, one day to figure out why, one day to get right. The longest takes 3 years. One year to fuck it all up, one year to learn why, one year to finish it.
I suggest never giving estimates in units smaller than a day. They just become noise. If a task is smaller than dayscale just say the task is too small to provide any meaningful estimate but won’t take more than a day.
No estimate is clearly better. Here's a common story I've seen across multiple companies.
1. Marketing management asks Engineering management how long it takes to do feature X so they know when to launch the online ad campaign.
2. Engineering management then asks potentially good coder how long it will take. Coder replies with a time and "it's just an estimate."
3. Engineering management reports to Marketing that coder's estimate leaving off the most important caveat, and Marketing treats that as the gospel truth.
4. Coder takes longer than expected because of some bad technical cruft that some other engineer put in because he was potentially rushed or just plain inept.
5. Marketing is pissed because they now have to withdraw the ad campaign, and starts blaming engineering.
6. Under increased scrutiny, Engineering gets a bad reputation, who then throws the coder under the bus in front of Marketing and other managers.
7. This shows up on the coder's annual review who then leaves.
8. Engineering hires replacement which will have a 3-6 month learning cycle, and potentially writes worse code than the person that just left.
EDIT: The point is that if there's no estimate, management has to deal with the uncertainty that the coder experiences. Hope for the best, plan for the worst.
Why can't Marketing just wait until the feature has been built to launch their campaign?
1. Marketing management is full of idiots.
2. The coder's estimate is used to tell the CEO when a product will be rolled out. Who then questions why it didn't get rolled out on time.
3. Marketing gets a bonus for rolling out ad campaigns on time.
4. Marketing is using this for their big trade show coming up and wants to make a big announcement for maximum impact.
Why do you assume management is always competent?
That said, I've only ever seen one software project consistently meet production deadlines. Is there benefit to committing to the original schedule with Partner X if there's no way you can deliver on schedule? Or is it one of those things where Partner X has committed itself and they have no real choice but to work with the sliding deadlines?
I'd say that some aspects of the capability maturity model make sense, even for engineering groups that practice agile day-to-day.
Definitely. I used to see that all the time in the games industry. Getting the right launch window is critical because most of a game's sales happen in the first few days of launch. And yet, games are famous for shipping months, even years late. They usually seem to make it work. I guess you'd be particularly hosed if you couldn't afford the burn rate for the extra X months it would take to get to a decent launch window.
At least, I think that’s the best reason for using estimates. I wrote something about this here: https://riskfirst.org/Estimates
Surely there’s more to it than that?
And there's always the possibility that if you announce too late competitors will eat your lunch.
One way to handle this is to spend some time on a formal estimate. Two to four weeks of R&D to scope a project can help narrow estimates to something approaching realism. You'll still be wrong, but you're less likely to be hopelessly wrong.
Asking someone for an instant opinion is madness. That's not an informed estimate, it's just a guess, and usually worthless.
1. Inability to estimate effort. Admittedly an academic issue, and should be taught to all engineers in college.
2. Inability of management to deal with delays due to bad estimation. This might be caused by a "bozo explosion", say, (where inept managers hire more inept people underneath them.)
Edited to add:
3. Why do we keep making assumptions that management must be infallible? In any dysfunctional organization, it might just take one bad manager high up in the chain that causes pain for the entire organization beneath him.
As much as I did not particularly care for the management style of Steve Jobs, as far as I know, he was the one that first used the term.
https://guykawasaki.com/what-i-learned-from-steve-jobs/
Edited to add:
This just happened recently. Maybe you'll appreciate it.
15 years ago or so (before the term "technical debt" got widespread usage) management kept asking why we working on so many bugs. The solution was to label them as "enhancements".
Just recently within the past year, I saw the exact same thing happen again.
Amazon took that to heart. Seems to have worked out for them.
In my book, that project manager is not "decent". A decent project manager would recognize the situation for what it is and leave.
This is exactly it. Well said!
Deadlines can be legitimate project requirements as much as functional requirements are. Identifying practical conflicts between requirements is part of what an engineering team does. Managing resolution of those once they are identified so that the customer gets the best result achievable is what a PM does.
Oh dear, have you ever spoken to a finance department before?
Here's a common story I've seen across multiple companies[0].
1. The Finance department alots the marketing department with a $500k budget.
2. Marketing department blows through the $500k budget on the engineering department and has no productive app to speak to.
3. The Finance department goes back to the Marketing department asking what happen to all of the money they gave them.
4. The Marketing department says "well engineering told it was agile, which meant they didn't know when it would be done and for how much"
5. Finance department: "Ya, you're not getting a budget ever again from us"
> No estimate is clearly better.
Sorry, but this is not how the real world works. Agile assumes a perpetual budget, which is not realistic for most businesses in the world.
[0] - Personally seen among 100+ and counting.
But I agree with you, if the engineering management can't budget and prioritize work to get done, that's a larger issue.
The $500k was just a random number I came up with. Budgets wildly vary based on whether they get allocated weekly/quarterly/yearly/etc. And also it's never "one engineer's estimate", it's usually a project manager who works with N number of engineers to come up with an estimate.
But keep in mind that if a developer is in a sprint, he might start adding tickets to the epic because of technical/organizational issues. Suddenly the epic might look 3x more work than was originally planned. Note this is not theoretical, as it's happened 3 times to our team already this year.
But meanwhile in the example I gave, the developer gets held accountable still for not making the correct estimate. Management just passes it up the chain rather than trying to increase the confidence around the estimate.
Unless, you know, there are other systemic issues in the company.
“It may take 0 to 3 years” ?
“We literally have no way of knowing?” “Not even a ballpark?” “No.”
This is what you’ve proposed with no estimate, and this seems extremely unhelpful towards the goal of helping all groups at least have some idea when certain “next steps” can be accomplished.
Hell if you ask a mechanic to fix your car they will also have to check the thing first before deciding how long it is going to take.
This is the professional thing to do: gauge the situation, take tour time to figure out the scale of the thing as long as you need and then give a pessimistic guess with a disclaimer that things can easily get out of hand without anybodies fault if unforseen problems arise.
It's perfectly reasonable to say "This is a big project, it'll take me a week to know where we stand"- there, you've provided an estimate of the scoping task and promised an estimate in the future as well.
PM’s are space aliens.
A PM with a deep understanding of the software process, can ask insightful questions, identify and possibly mitigate many of the issues beforehand. So when it gets to the software lackeys, many of the resource/architectural issues may have been solved.
It's actually a better estimate than most software estimstes, because it isn't just an expected time but a range that results will usually fall within. It would be better if it included an explicit degree of confidence that th actual result would be in the range, and if it was centered around the average time it would take for events in the class.
Then again, a similar number of times, the only information you get is ‘we need a chat program, can you please estimate how long that will take?’. Which will leave it forever impossible to estimate.
That's when the engineering lead or whoever was giving that as the answer is told that his services are no longer required.
As strange as it may sound to developers, the salary is paid by the customers, current or future.
I disagree. The only bad estimates that are ok have to error on the high side. I have found that biz side may not like the longer estimate, but they much prefer that over missing a date.
So they look for more of a natural median. And then are shocked when dates are missed more than half of the time (!).
So if you want honesty, ask for estimate ranges or 95% sure estimates. Then pareto your plan to hell and back so everyone understands the risk. Then reestimate periodically as you home in on completion.
The person giving the estimate isn't the one who does this. Other people turn them into promises, because that's what they were actually asking for when they asked for "an estimate".
Giving some kind of uselessly vague estimate isn't particularly useful from an engineering perspective and everyone else has been trained by scrum the last decade to treat them as promises. So don't do the thing that you know will have a bad effect.
Why is that your problem? If someone tried to hold me to such an estimate, I would simply say "I never promised this, in fact I explicitly didn't promise this. I'm sorry X lied to your face about this." Don't own other people's failures.
Epics and Features are prioritized by the business and product. They can be expected to slide from iteration to iteration.
Any User Story or task should be expected to be completed an a single iteration.
If you keep having open stories stop bringing in a complete story. Just assign tasks.
Features and Epics are pointed.
Business looks at points earned per year or quarter. Look for trend.
IT leadership looks at amount of open stories and tasks that were moved from iteration back to the backlog. Over the span of all iterations.
This will ensure teams are breaking down work into actionable goals.
Nothing personal, but you have just confirmed to me why i loathe the Agile/Scrum/[fad] processes so much. Take easily understood commonsense ideas/terms and invent fancy names for them, convert heuristics to axioms and sell a business around it.
Whoever asked you for that estimate will do that for you…
> always remind people they are estimates.
…even if you remind them. I mean, the reasonable ones won't, but many people aren't that reasonable.
I've been in an interview last week where they told me the teams were strongly committed to the features they planned to do each sprint. Which I interpreted to mean that their estimates are promises.
> Want to give fast estimates? Here’s how:
My, this looks like it could actually work. I'm going to try it right away.
There are other ways. The best of humanity have a wide range of methods they use to get shit done at a level most of us dream of.
So I have a hard time taking a straight jacket process like you suggest as some sort of panacea. It’s essentially another manifesto. What’s the expiration date on this.
Everyone goes on about the value of writing less code, and here we are incentivizing manufacturing line processes for crafting more code?
Note the authors of things like the Phoenix Project: rich Silicon Valley types. We’re just discussing how to be better assembly line workers for tech aristocracy.
Figure out how to build your business in such a way it works for the business. Google didn’t get big because it has perfect process; it can and often is a mess. It got big solving it’s problems and monetizing the solution (every company will need to search for digital files, send email, edit docs, etc).
Figure yourself out, compare with others. There’s is no one size fits all to thinking about problems and even the biggest winners don’t have all the customers there is. Why isn’t Gmail the only email solution?
There’s never a perfect process.
This gives people enough information as to whether or not a change is worth it. If the difference between, say, 2 and 5 days makes or breaks the feature it's probably not worth exploring in the first place.
Herein lies the problem. Many companies that do "Agile" fail to realise that estimates are just guesses, they're not accurate and yet, the issue is companies taking these estimates and holding developers to them. That's the real problem.
It's all well and good to say, remind people they're only estimates, but many of us who have been in this industry longer than a minute knows that estimates nine times out of ten are taken as promises and that's when we get crunch and burnout as developers are forced to achieve the impossible with excessive hours.
Deadlines need to drop dead. Code quality suffers when you put a timeframe on it.
Absolutely not! An estimate should not be a random number but should be constrained with available data however small it might be. If you feel that you don't have enough to form a "guesstimate" do not give me a number but first work on finding the data which will enable you to form a proper estimate.
Once you give an estimate, no matter how many times you explain that it is a "guesstimate" people tend to lock on to the given number. It then becomes a real battle trying to explain the hurdles (and there are always some unknowns) while revising the original estimate. Soon mutual distrust develops between the implementation engineers (stressful and detrimental to actual execution) and the management leading to everybody losing faith in estimates. Agile/Scrum have exacerbated the problem with their short time windows and sprints. In one team that i was on, people just gave up and started quoting 2 weeks for any and every feature, trivial or non-trivial and the whole exercise became meaningless.
PS: The book "How to Measure Anything: Finding the Value of Intangibles in Business" is worth reading to get some ideas on how one might do proper estimation.
Bad estimates are worse than no estimates, but if you are doing work complexity estimation and measuring velocity (which you need to do to evaluate internal process changes, manage workload, and for lots of other purposes), you are incidentally gathering the info you should need for excellent estimates, which are not necessarily hyperprecise but are excellent instead because they can explicitly quantify uncertainty as well as mean expected delivery time.
In that case you're meant to do a spike to research the issue. You can timebox the spike to half/whole a day. Then use that knowledge to help your estimation for the following sprint.
1. The first time you do something, you can guess how long it will take and what the detailed steps will be, but that is all. You should still plan it, but during execution of this phase you must take copious notes. Do not expect it to be correct.
2. After you have done something for the second time — using what you learned from the first time — you should end up with an accurate schedule. This schedule contains all of the steps required to do the thing along with accurate estimates of time and cost.
3. The third time you do the thing, you are able to do it to schedule and to budget.
I bet your estimates won't be as far off as your colleagues'.
I find even heuristics like double your estimate or padding it aren't useful because there's so much variance.
Possible complexity and unknowns push my estimates further out the cone. Less than a year, but more than 3 months is my standard answer for those random 'how long will this feature take' that I only have a vague idea about [0]. I then follow up asking if they would like to schedule a few weeks of research to close the cone a bit.
The point is that you have to manage the person asking for the estimate. Teach them that unknowns means something could take a day or a month.
I've only had one person really be a jerk about it, and my response was to make the estimate whatever they wanted. If they were not going to listen to me, then there was no point in giving an estimate at all. That response was from my younger, smart ass self though YMMV.
[0] This also depends on what is being asked. How unknown are the unknowns? For example, is the feature clearly visible in another product?
They don't assume it's the starter and tell you it will be $400 for parts and labor. They tell you it will be $150 diagnostic fee and the diagnostic will take two hours. Then they call you and tell you the cost to fix and time it will take.
For whatever reason, software engineers don't have the luxury of doing a diagnostic. We are made to guess up front and assume it's the starter, when we really have no idea what rat's nest is under the hood until we look.
These are called "spikes" in the agile community (no idea why), and "prototypes" elsewhere.
If you feel that the error bars are too wide on your estimate, you should build the minimum prototype required to reduce the uncertainty to tolerable levels.
I like to schedule these at least a sprint prior to kicking off the main task, so that you can benefit from the improved estimate accuracy when actually scheduling the thing.
The analogy I've been using lately is that it's like estimating how long it will take to pack your kitchen when you are moving, except sometimes you open a cupboard door and there's another kitchen inside.
That´s not necessarily true. I´ve worked with very good, serious consultancies, and I´ve seen a quote for thousands of dollars for exploratory work to give an estimate. Of course that was for a million dollar project - smaller projects might not have this opportunity.
Other companies had some interesting approaches where they gave order-of-magnitude estimates and then refined the estimate iteratively.
But you are right the problem is you can't estimate (correctly) how long it will take to do something your organization has never done before, that's what should be made clear to them.
At the same time it is true that estimates get better as we start working on it, and the work can start by focusing on the unknowns to figure out how difficult they are to do. If that is a plan they agree to.
Except that you're wrong.
We predict quite well, thanks. The problem is that everybody ignores the predictions.
Most people predict approximately where the 50% probability is with maybe a little fudging. And they tend to be pretty good at it.
The problem is that everybody just adds those up. And that's the disaster from a statistical viewpoint.
Things can only come in so early, but they can come in infinitely late. A blown schedule on an early dependency throws everything out of whack far more than a late dependency would.
We can roll these up in a proper way. We can run Monte Carlo simulations and get "real" numbers. People have done this and the results are remarkably accurate.
The problem is that someone in management will always undercut the realistic estimate for personal gain. And then wind up longer than the estimate at the end.
And, the worst part is that this is RATIONAL. The only way to get a project completed is to start and get the sunk-cost fallacy rolling in the powers-that-be.
Estimate complexity and then measure your velocity as tasks get completed and you can make a rough forecast of future velocity.
1) We know that "People are bad at estimates". That is why the estimate should come from the team (not one person in the team). Most of the orgs that I know do not do this. And to be honest they are not set up to do it because people in a team do not have overlapping skills. Ideally you have a team where people can take other people jobs (to a certain degree). You can then, during grooming, play "poker scrum" to estimate (where it is harder for people to cheat following what the lead person says). It is ok for somebody to say "I have no idea". The AVERAGE (not the MODE) is used for the estimation. If the items are more than 2 card apart have the 2 people at the extreme say why they think they think it takes the little amount of points and the other person why they think should take the large number of points.
2) If it is hard to agree on the estimation, the item probably needs to have a "spike" where more assessment or design is done in order to make clear what need to be done. In my team we also agree that a story has more than a certain number of points, we may say that it is too big and we have to break it down.
3) During retrospective or a specific meeting we have the team look at the time that an item really took and when it was more than 2 card off, try to understand what was under or over estimated.
Usually after about 5 cycles, people start developing a sense of what the right amount of story point should be for a story.
If you are always left by yourself at estimates and you never properly scope the task before and reflect on the variance afterward, it will be very hard to become good at estimations.
Every team I've been on has had upper management drive team leaders to get 'commitments'. They want some form of emotional investment in the work. That way, when scope has arbitrarily changed or a massive problem has lead to run over, they can stare at you like a whipped puppy-dog and say "I know it's 10PM and you want to get home to your wife, but you promised us, you committed, to getting this done on time..."
Pure emotional exploitation. The ideals of agile are laudable. I was the excited bannerman of my first agile experience and I read the manifesto with a lot of hope. However high-minded agile is, the language is too easily co-oped into the worst sins of management. In many places it exists solely to blackmail free overtime out of engineers, get away with micro-management, and ride engineers with false deadlines under a guise of hipness and modernity.
Estimates are just there for a false sense of stakeholding, or at best a ballpark cap so you don't work yourself into suicide. They can't be made accurately even if we could estimate properly, because all estimates are constantly second guessed by people who are making judgmental jokes about sandbagging, or asking "Are you really sure it'll take that long?" in voices that practically scream "chilling effect". More than a few possibly realistic estimates are torpedo'd by managers who are looking at their roadmap and tsking about how they don't line up.
I would even say accurate estimates are actively undermined. I've worked at companies which have positive work images abroad, and even there any team which was on time found either its sprint budget slashed, or scope increased until it was forced behind. The underlings won't do over-time if they don't feel the squeeze.
Story points, velocity, burndown, and any other metric you can think of that Agile courts are absolutely useless, because this industry refuses to come to terms with Goodhart's Law. I just watched a 10 million dollar project go up in flames. Their sprint graphs were great, and a constant buzz was going about the company about how these teams were setting the standard, meeting their metrics and goals consistently. Only recently did the CEO get down to business and figure out that all the metrics were bogus, and that for the past year all of the PMs and teams had been gaming the system to hide the fact that they were way behind schedule and over budget. The project was quietly scrapped and nothing changed. The shell games continue to actively sabotage data. I only know of the fallout because of who I sit next to.
Most of the benefits of agile seem to fail basic contact with humans unless they are backed by outstanding and visionary leadership. Most companies do not have that, yet they still find value in switching to Agile. Why? Maybe because even in total collapse it provides an unparalleled system for squeezing out more overtime, in my cynical opinion anyways.
I don't really what else to offer in place of Agile. I'm not that intelligent, but I don't really feel the industry can come up with a good development model of software development culture until it stops what it's doing and starts acknowledging problems arising from basic psychology, politics, and data gathering.
And it turns out that it's not unusual for software developers (and consequently software development organizations) to spend more time in the we don't know what we're doing phase than the we do know what we're doing phase. That sucks from a management point of view, but no amount of process is going to make the problem go away. The best you can do is manage the risk. We don't need good processes or methodologies nearly so badly as we just need management enlightenment about how software development actually works.
For me, I tend to work quicker than other contractors / employees, so I still often beat out the other quotes (time or money). That’s not always the case for others, so they margin of safety may not be there. In which case, multiply by a smaller constant.
It's important to note that padding schedules is not just done in software, it's a common practices in all sorts of engineering. It's not bad that we do this, it's bad that management often doesn't understand that we do this and doesn't understand why. The understanding why part is actually really important, because that means management can be expected to do their part in managing the uncertainty or at the very least they can be expected to be careful about not making the situation worse.
For example, if you ask, "How long will this project take?"
You could just say, "I don't know. At least two weeks, but it might take as long as six months." This may be accurate but it's not helpful.
Or you could say something like, "In a half day I could put together a preliminary design, and identify the most uncertain parts of the project. From there we could figure out what is needed to tighten the schedule or adjust the requirements."
And I think that one of the more common problems with managers in larger orgs is that they can't tell the difference between somewhat arbitrary deadlines (we want this for Q3 to look good in our org, but we can break this project into smaller milestones and push it back if necessary) and deadlines that reflect the reality of business (we want this for Q3 because this will have cascading effects on other parts of our business, and if there are problems we need additional resources or an adjusted scope).
Any time there is a deadline, the manager should have a clear understanding of the consequences of missing that deadline, and be able to communicate that to the engineers. The efforts to come up with a schedule and milestones should be collaborative. Too often there are mandates that have unclear consequences for missing them, and when schedules slip you have no idea what you are supposed to prioritize.
Funny thing. If you do this organizationally, then you eventually end up making larger and larger estimates. IMO it is better for management to understand the inherent risks associated with engineering estimation and build the padding on their end.
Ironic that so many Agile coaches like to bandy about Dave Snowden's Cynefin and then act entirely opposite of what it recommends.
> The Cynefin framework is a conceptual framework used to aid decision-making.
That's just one example of the general value I like to ascribe to "AINO": it gives you a useful mental model of the delta between what you have and a known good process, making it quite easy to name the missing pieces. This usually doesn't make it easier to actually fix their absence, but at least you know where to start with damage mitigation. When waterfall fails, you just throw your hands in the air and say "more of the same".
I often sit between the business and tech orgs, so the way I explain it to the business is this: I can get you detailed status reports and metrics, but they will slow progress and be expensive. So think about why you need that information: if there are legitimate business reasons with dollars attached, go for it. If it’s just to soothe your anxiety about the timeline, a therapist will be far cheaper and more effective.
This is a brilliant summary, thank you.
The best 'agile' experiences I've had are situations where the 'clients' are directly involved, often within the same organization. Instead of a hard scope or deadline, there's just a shared interest in producing a valuable product efficiently, and the users are on-hand throughout the process for feedback and reevaluation.
The worst experiences have been waterfall contracts, developed by an internal simulation of agile. The software team does frequent "releases" to business or management, who provide feedback and feature requests, but the actual recipients are uninvolved outside of occasional demos, or contacted only indirectly by non-programmers. The result is almost always thrashing, with time and effort spent pointlessly satisfying the forms of agile even though the real timeline and customer feedback are unyielding.
We call this wagile
I'd say generally IME they are still preferable, but occasionally can be more painful.
> The Scrum Master serves the organization in several ways, including: > ... > - Helping employees and stakeholders understand and enact Scrum and empirical product development;
So, I am not saying that it is an easy job. Many managers just hear what they want to hear, so it can be quite difficult. But if your team has such issues, be sure to support your Scrum Master with good arguments to help him make managers understand what it means to use Scrum (and become Agile).
I agree with most of the article. Specially the keep-learning part.
All Agile did was put software development teams unfairly under a microscope.
I believe Agile has been tremendously beneficial for the industry globally, especially in some subtle ways. For example, Agile says you have to communicate a lot, if you want to get software done. Here is the subtlety: if, today, you stop telling the average programmer to communicate, they will stop and go back to silo mode, "naturally". At least some of them. If you think about software at the industry scale, you have to think about a wide population which require processes.
I was once working in a nice little company where, one day, they introduced agile. It was so much beneficial. Before, the bosses thought that talking was simply a lost of productivity. You're a programmer right? So code, don't talk. So we would develop software without talking to each other. After we had daily meetings, scrums things and stuff. Our velocity has sky-rocketed.
You have to realise that before Agile, a fair portion of all software development projects that were started would simply bust and never get shipped. The code is a complete monster or the budget is nuked. When I started in the company I just mentioned, I started working on a codebase that was the worse code I've ever seen in my life. You would touch one line and everything would stop working. It was a condensed piece of spaghetti with hacks on top of hacks on top of hacks. Software architecture? That requires some talking and thinking, forget about that, not permitted.
Now I agree with you, agile is not much useful for a hacker who consistently get software done and understand deeply what's happening.
edit: not that I'm an agile guru or anything. Actually I only know the thing superficially. I show up at the meetings, when I'm ask how hard something is, I answer, then I mess around with my office friends. Still I can appreciate it works much better than any process the bosses can come up with.
This still happens, all the time?
Imagine a system that couldn’t help you pick winning stocks, but It could cap the losers at 10% loss, maximum. You’d get rich. Very, very quickly.
Even traditional software projects are now much more incremental due to the ability to update once a week (FF, chrome, etc).
That's had an effect regardless of agile.
Projects still get cancelled, budgets and timelines get blown out, features and testing get compromised. But at least in dedicated software companies, it's pretty rare for something to get through 90% (or 150%) of its allotted development time and then be completely discarded as unsalvageable. (For technical reasons; market changes are a different beast.) Projects in technical crisis are either apparent sooner or have usable elements, rather than failing outright at the end of a waterfall.
Of course, there's a lot of room to debate what changed and why. If Agile led projects to fail sooner or less dramatically, that's still important, but less notable than if it changed them into successes. And a lot of technological advances have helped too; things that might have been outright failures as shrinkwrapped software can become late or overrun projects in the era of digital distribution.
https://en.wikipedia.org/wiki/List_of_failed_and_overbudget_...
It's a weird contrast to normal life, considering a lot of us live in democracies, but once I understood this and started acting accordingly, it helped me handle my work life.
Some are all about the politics, others don't have the luxury of self delusion or actually value the sort of brutal honesty to say "I have looked at the new framework - while trendy it is buggy inefficient crap." The ones who lack the luxury tend to be smaller but small size is no guarantee that they'll just say no to the flavor aid.
Like anything there's a grey zone here. Understanding the political realities of a business is highly beneficial and will help you move forward with the company and let you know when to pick your battles. But I've watched people who do nothing but this lose the trust of those at their level. And that trust is crucial for agile development. I also personally feel like pushing back on the company when appropriate can indeed provide a lot of value to the organization. "Why are we doing this meeting?" "We need another week for testing" "I'd like to see the roadmap you are planning". Just don't push back all the time.
As far as your career - salary and promotions and recognition - you can't just sit in a corner and be quiet. People have to recognize that you're good at what you do and it's hard for others to see when you only communicate in code check-ins.
You have to start attending meetings, speaking at meetings, and being useful beyond the code.
In all areas of life we judge those around us not by the true facts, but on our limited knowledge. Working to improve that knowledge can result in a change in judgment. It seems completely reasonable for there to be a person who does good work but who isn't know for doing such, and as such is viewed worse than they should be. By working to increase the knowledge of the work they do, their evaluation in the eyes of others will improve.
Of course, it isn't a straight forward or simple in practice. There are those who lie and misrepresent, and if you are to obvious about your intent you will be viewed as manipulative.
I don't see why this deserves either the label of BS or a ban from HN?
You need to talk to people to be able to produce the software they need, ultimately.
I think it's doable; say you are the sole developer of a massively used library. The programmers being your only users - they read the API docs, submit an occasional feature request/bug report.
One need only look at the bug tracker on the average "massively used library" to see that you will be communicating with clients a great deal. Your dream of a small group of perfect programmers filing neat and accurate feature requests or bug reports doesn't match any reality I've ever seen. To expect them all to "understand how coding works" is also likely a pipe-dream - users of all ability levels are out there writing code, filing bug reports for things that aren't bugs, asking questions in forums that aren't meant for those questions, mad at you because the direction the project has taken isn't the one they or the company they work for want/need, etc etc...
Feel ya. Surprisingly enough, I'd say that I've not had to attend so many boring meetings in my career but certainly I'm just lucky. Also, once I did get a manager who was an "agile guru" and he was annoying. He talked to me like he's the jedi of software development and I'm his padawan. Thankfully, he got fired.
-- Yoda
If you can't do that, what is the difference between you and a group of outsourced employees making pennies on the dollar?
the world needs both kinds, and a range in between.
But if one kind can do both types of tasks then you only need that kind.
If you are writing software just for yourself, there is nothing wrong with that. If you are writing software for others, be prepared to be steamrolled by people who know how to write good code AND how to communicate with consumers of the software (i.e., paid customers, OSS devs, enterprises, etc., that one will depend on what kind of software you are writing).
I think that a lot of developers with a mindset similar to yours tend to underestimate how important good/valuable feedback (and communication in general) is. And I am saying that as someone who initially went into comp sci for reasons similar to yours. Some of the best engineers I ever worked with had amazing communication skills, and it acted as a x10 multiplier to their technical skills and overall productivity.
You're more than welcome to want to sit in isolation and code away, but I would suspect you would find it difficult to do this and be happy. I've never worked in a team that would work with someone like that.
Most managers crave control over their teams; this is not something that Agile introduced. If anything, Agile let them use the sort of control they were already demanding towards more useful and productive goals, by introducing bazaar-like practices to centralized software development (release early, release often; shorten feedback loops as much as possible; make extensive use of refactoring, software testing and XP principles); while at the same time not being altogether incompatible with self-organizing development teams (these were mentioned in the original Agile manifesto, after all).
I'm extremely grateful for the changes agile wrought on the software industry, and while I think many of the best insights have become commonplace, I don't think formal Agile methods are outdated or exhausted yet. But I do think formal Agile is extremely hard to do right, and has very common failure modes of knowingly-unrealistic planning, unproductive meetings, excess design changes, and tech debt neglected to ship MVPs.
One measure of a methodology is how much value it provides when it's used right, and I agree that Agile shines here. But it's also worth asking how easy a method is to get right, and how gracefully it devolves when things aren't perfect. My experience is that agile advocates commonly neglect those parts, dismissing widespread frustration with 'bad agile' on the basis that if it had been implemented perfectly, those issues wouldn't have come up.
I have plenty of gripes with Agile, but there's definitely a "victim of its own success" aspect to the whole thing.
"Agile in name only" is frustrating compared to a good system, but in many cases it's still far better than what came before it. Basic ideas like "we should expect requirements to change" and "if the programmer doesn't know what their code will be used for, something is wrong" weren't necessarily accepted prior to agile. Projects that are chaotic, mismanaged messes under AINO might well have been orderly deathmarches or cancelled outright in the past. Some of this progress is technological (source control, post-release patching, digital distribution), but some of it really does owe to Agile.
It reminds me a bit of the scientific method. The elaborate eight-step thing taught in school feels like silly boilerplate, but it's shocking to realize that "ideas are tested by experiment" was a genuine breakthrough from a past that made major choices like disease treatments and scurvy cures based on 'reasoning' without testing them at all.
I know such a simple rule is probably causing a lot of you to cringe, but I can very easily fit just about any activity of value you or your team embarks on into that question, and it's a rule the entire company can get behind.
1. How much value is there if it goes right?
2. How easy it is to get right?
3. How gracefully will it break down if it's not done perfectly?
Methodologies don't have to shine on 2 or 3. NASA-style clean-room coding is the gold standard of hard-but-effective; you have to suck it up and commit entirely with a great team, but the results are unbeatable. Waterfall was "good, bad, bad", but used by lots of less-exceptional teams with hideous results.
Agile, I think, improved #3, but not #2 so much. It's commonly sold by appealing to how much it can potentially help, but I think the more honest pitch is "it's tough to do right and it'll sting if we get it wrong, but it hurts a lot less than getting waterfall wrong."
> both Agile and Waterfall are focused on building. Design is about validating.
or
> So…what’s the way out? It’s a smart focus on clear outcomes, not output, with roadmapped outcomes replacing planned milestones, with trusted product teams, not project teams, empowered to vet assumptions and discover the minimal path to value.
Satire? Enough words to fill a hot air balloon or two. "Smart" focus, "clear" outcomes, "outcomes" vs. "milestones"(?), "trusted" product teams (as opposed to... what?), "empowered" etc.?
Far more interesting than the contents of many links that make it to the HN homepage is discovering the fact that they do so.
I mention neither of those.
I'm not complaining about your reply, I think it shows how those texts are (to be?) used: Just like art. You project your own experiences into it, it's more about getting you to think. So naturally different people are going to react differently and read different things into the same text. That's perfectly alright - you get something out of it (only) if you put something in. If there is nothing to begin with, which may just be lack of experience (new programmer), you'll get less out of it. If you have two decades large project experience in various companies and teams you'll get a lot out of it. Let's attempt to make the best out of it then, out of any text, if we are presented with that opportunity and the headline got us to click on it :-)
Let me quote again what I already quoted:
> with roadmapped outcomes replacing planned milestones
"outcomes" vs "milestones"
See?
Original:
> So…what’s the way out? It’s a smart focus on clear outcomes, not output, with roadmapped outcomes replacing planned milestones, with trusted product teams, not project teams, empowered to vet assumptions and discover the minimal path to value.
Rewritten:
> So… what’s the way out? It’s a focus on clear outcomes, not output. There should be dates for when specific outcomes should happen. Teams should be empowered to find the minimal amount of work needed to achieve the outcomes.
It's a really wordy way to say what any good leadership class would tell you. Focus on what you want more than how you get it, and let your subordinates decide how to get it. Both good product teams and project teams are capable of working that way.
This kinda sums up my problem with endless agile vs. waterfall vs. whatever discussions. The interesting parts aren't really new ideas and the extra buzzwords add nothing.
As inevitable as blowing through the projections.
"Ok, how long is this project going to take?"
"Well, it's still being defined..."
"What do you mean you refuse to tell me how long this project is going to take?"
The analogy is so ridiculous that the person making it clearly doesn't even comprehend the domain he's discussing.
And that's the core of the problem (which, ironically in the context of the article, agile methodologies were supposed to address): wanting or needing something to be true/exist doesn't make it so.
That said, I don't think it's black and white. Some projects, making a simple web site that follows whatever Squarespace template is popular and filling it with some relevant content can be a pretty simple project, even to the point where the buying a pair of jeans comparison makes more sense.
The problem, I suppose, is when you believe strongly that every project can be accurately priced up front. Not every project is a moonshot, but some truly are and it's not always obvious up front which ones are.
If you are inventing something incredible,why are you someone's employee instead of getting capital investment or self-financing from your last achievements?
"We want you to do this."
"Sweet, easy enough, I'll just use X, Y and Z, no problem."
"Oh but sorry you have to use A, B, and C instead. Oh and it'll need to connect to D for reporting, and we'd like it to sync with E which we've never done but they have an API so it can't be too hard, right? Oh and it needs to fit this design we've already approved that's about as far from native to the platform you're developing for as it could be and has a ton of UX issues that require fundamental changes to fix, which you'll uncover as you work. That's about as easy, right?"
"...."
[EDIT] oh and also one "minor" feature we're going to toss in later is actually big enough to build an entire company around so you'll have to waste a bunch of time talking us down from that while we quietly lower our opinion of you, and we've accidentally described a few things which are basically impossible by egregiously violating e.g. CAP theorem or being what's effectively a highly-available distributed filesystem that needs to fit without our timeframe and budget, which is 1/20 what it would take to maybe build that and that alone.
[1] http://www.bleading-edge.com/Publications/C++Journal/Cpjour2...
>because some developer who was bored with his job decided to use a blingy new Javascript framework he had no experience with because he wanted a challenge.
That definitely happens, but I think it's a different problem.
YES! The cost of custom-everything design and bespoke gee-whiz is vastly under-appreciated, IMO. CRUDy Android and iOS apps using built-in widgets and simple color theming? Relatively easy to estimate, and pretty damn fast. Custom-everything, we want both to look pretty similar (so, probably Material-ish given current trends, which you'd think would come for free at least on Android but... doesn't), custom animations everywhere, oh I hate that default date picker on this particular Samsung phone (and sure, it's god-awful) can we customize it, and the designer came up with this layout for this form that requires all kinds of twisty-bendy manipulation to reproduce versus something more straightforward but that's what the "stakeholders" approved so let's do that.
Et c. et c. and pretty soon the app's 10x as expensive (no exaggeration!) because you couldn't live with the easiest-for-the-user-anyway default styles with some custom coloring.
And the Web's at least as bad. Often you're also making your page way less usable and breaking it on certain browser/device combos due to the extra effort you put in to make it "pretty", at great cost.
[EDIT] in fact I've in the past suggested providing design points for "pretty gee-whiz versus not-actually-bad straightforward implementation" to make product owners choose between getting e.g. three normal (and OK-looking but not "pretty") features or one pretty feature in a sprint, to make this cost more visible and give owners on a budget more flexibility in shipping features, but it never caught on—in particular designers hate, hate, hate the idea, I think because it might expose that their work is sometimes (often...) more expensive than it's worth (and vastly more expensive than they're being paid, since it also eats huge amounts of developer time) given you've got some developers with even a hint of aesthetic and UX sense on a project.
These are the same people who get furious at their mechanic or plumber when they double the time estimate.
"I don't know, I've never done X before."
"Yeah, yeah. It doesn't have to be perfect analysis, just a rough idea for scheduling. Not written in stone, ha ha."
"Uh, a week?"
"Okay, great, so if I say 8 days you should have it done by then?"
"Yeah, I hope so."
"Great, thanks."
Day 3: actually doing X requires unforeseen Y and Z which will each take a month.
"We need to add Y and Z to the schedule, which will each take a month."
"There's no room for that in the schedule."
"Then I can't do X"
"We've already costed X and committed to it. We've got to do X. We need to make X happen. When can you get back to me with a path to green for X? And also, let's schedule a post-mortem to figure out why we missed on X."
At the post-mortem, PM doesn't show up: "Uh, turns out we missed on X because I estimated it too quickly and the PM committed to those estimates. I didn't know about Y and Z when estimating, and these are things I could have done to detect them as requirements if I had known to do so."
Email from PM: "Hey, could you give me an estimate for X'? Doesn't have to be perfect, ha ha."
Never say a week when there's the chance something will require a month because you didn't understand it.
You need to learn this lesson. A week is a blink of an eye in software, and only things you understand take a week.
"I don't know why, but I don't feel comfortable guessing less because I don't fully understand X."
"Okay, that's not a good way to estimate. Why don't you spend some time to come up with a plan for X and we can estimate it after that. When can I have the plan?"
I fail to see how your example makes any case on how estimating how many resources a project needs is stupid.
At most your example argues that asking inexperienced and clueless devs to estimate stuff they know nothing about produces highly unreliable information.
The main difference between hacking away at a code base and software engineering is identical to the difference between construction workers and civil engineering. Sure, estimating is hard. Yet of you want reliable estimates you need to check with experienced professionals.
The reason I think my example illustrates a problem is it's moving away from agile. I shouldn't estimate X without understanding it? Okay, I'll take the time to figure out, look around corners, etc. I realize I need Y and Z. I've got to estimate those, to estimate X, so I start working with other teams to figure these things out, and drawing up plans and schedules and who's doing what when to get all this stuff delivered. Now we're basically at the waterfall model where we're planning everything out before doing it.
The other problem is that all the process is genuinely a waste. If we need X then let me work on it rather than do all the planning and scheduling nonsense. The schedule will be wrong anyway. If I have problems, need help, etc with X then I can raise those concerns and management can react in an agile way.
If you look through the managers who are weighing in on this thread, you’ll notice a common perspective: they don’t trust you to actually work on something. That’s why I have so little hope for any software methodology - even if it starts from something positive (like XP, which was the precursor to “agile”, did), it will be turned into “I know all of my programmers are stealing from me, how can I stop them?”
I learned recently that the crane operators that unload cargo ships at some major ports can’t work more than four hours at a time. The movements are too precise and take a great deal of attention. I think you can work two shifts per day but there’s a mandated gap of some number of hours between them.
Wow, so much hubris in such as small post.
Unless you have been doing the exact same thing forever(in which case you are at a risk of being replaced), new work _always_ comes with a degree of uncertainty. Be it new technologies, new business requirements or what have you. I have never worked in two identical projects in my life.
The correct answer would be a 'spike' or proof of concept. Either that, or hire those magical developers you seem to have who know everything there is to know.
I understand this is a contrived example, but it's strange that, when you take a real project that "overran" based on the initial estimate(s), and you apply the formula - just how often the formula is actually really close to the actual amount of time.
Not always - but more often than not.
Managers are there to manage costs, to protect the "business".
I don't think any owner of a business thinks that there is luck involved in creation of their software systems. They absolutely look at the $10 million per year they are spending on "IT" and look at the $26 million per year in value that spending is unlocking in absolute dollar terms.
You mean "realizes there is luck". And hence the problem.
Note that the manager's estimate may be implicit or explicit, conscious or unconscious, but they will make one in the absence of the developer's. An implicit estimate would look like the manager doing a "gut call" when deciding whether or not to give the go-ahead to a feature, with no numbers attached to time and cost.
And that's what Scrum and story points are for: to help you make long term estimates once part of the work has been done. You use the feedback on how abstract story points turn out in practice, to get a rough long term estimate of how long the work is actually going to take. Without being so explicit that anyone can be held accountable to them.
He emphasizes a variation of the cost benefit formula + urgency, called Cost of Delay for prioritizing that basically boils down to "Value / Time Remaining" because your cost is the time remaining. It naturally prioritizes work based on shortest time to value because, unless the value proposition is enormous, dividing by estimated time is almost always going to favor the shorter tasks.
This will of course vary by team, but in general it puts a focus on responsiveness and getting the little stuff out of the way first (including tech debt). When you have a formula that doesn't let the little stuff build up, it gets easier to focus on the big stuff too. It's also make it easy to pivot because it totally disregards prior time investments.
It meshes better with what agile is supposed to be better than any other methodology that I've encountered to this point.
Tech Debt is not little, or we wouldn't carry it around, rather than devote time (and risk of revealing new unknowns) to fixing it. My agile experience has always favored conquering little stuff first, since ppl recognize stories more than points (which vary in value, over time). This, unfortunately, sometimes leads to the hilariously subversive act of splitting a story up into as many tiny pieces as possible so that some people may inflate that "What have you done for me lately" list while more tangible coding is done by others.
He also doesn't place any type of value in points or other, bluntly, useless metrics for measurement. The entire focus is around delivered value. You can break it into however many stories you want, the value is the same. The measurement of how many things you delivered or how much time they took is not important to the company.
What's important is how much value was been delivered to the company. It's the only metric that matters.
Honestly I think that's the intended outcome from the business's perspective. The smaller the piece of work, the easier it is to assign a cost and a benefit to it, and the easier it is to hand off to another developer.
I have never seen this work out in practice. And it's like a 1%-of-the-time thing anyway.
On the flipside, I've seen quite a few hours wasted adding fake subdivisions to tasks, probably close to 30% of the time. Outside of small, known bug fixes or tech debt cleanup, it's rare for a thing to wholly fit within a sprint.
As a producter, the cost of building a jeans factory does not seem to be inherently more predictable than the budget of a software development project.
Even at scale people can pull out of complex agreements if their estimates turn out to be faulty.
Imagine if that cable guy coming your house said between 1 hour and 2 weeks. Good luck making anything approaching a good decision surrounding the cable guy's visit.
The problem is usually solved in three important ways:
1) making the deliverables as vague as humanly possible
2) promising experiments and not results
3) applying for grants for work that you have already completed, and using the money to work on the next grant's project
The problem of having deadlines that are too far out is mitigated somewhat by the pressure to publish. Publishing has fixed deadlines but somewhat flexible deliverables.
Your goal should never be to become "more agile". You should be looking to improve efficiency, to make sure you are building the right thing, to improve communication so that everyone is on the same page, etc. "Agile" is never going to magically improve anything.
Each participant of "Agile" development should have this hung on their work place.
What to do if you're on an Agile team? There's value in the Lean Methodology. Remember, the whole point was to deliver software your customer needs to fulfill their business objectives. Continually assess your Agile practice and see if what you're doing still makes sense for the project you're working on right now and for the current stage that project is in. This continual assessment with a focus on the end goal of delivering software can go a long way to addressing Agile's modern ills.
I have no idea what emergent architecture is in the agile context, but the idea of emergence is fascinating to me, and has been ever since I read "Emergence: The Connected Lives of Ants, Brains, Cities, and Software" by Steven Johnson.
We see the idea of emergent design everywhere in nature and society. I'm not suggesting everything can be built and designed "emergently", but certainly some things can be. See the book (and concept of) "the cathedral and the bazaar". The idea of something useful coming into existence without central planning is an enticing one, and so I can see the draw.
I also had not heard the term "emergent architecture" in relation to software development. I'm intimately familiar with the concept of emergent order, though, and my grokking it was part of my "political awakening" in my 20s. It led me from being a libertarian-leaning conservative to an anarcho-capitalist. To put it another way, I believe that the system create by independent actors acting in their own self-interest naturally create the most efficient system possible within the constraints of the environment within which they operate.
There's a name for this concept when applied to company management, but I can't recall it at the moment :(. I want to say the word has a Greek root, and it reminded me of "autarchy" ("self organized") but that wasn't what it was called.
There is something to be said for small government, but also can go too far: actors acting in their own best interest can obviously cause harm to society or to the larger group as a whole (See "tragedy of the commons").
Related to emergence is rapid iteration, and it's importance to analysing complexity, which is caputured nicely in "Boyd's law". See https://blog.codinghorror.com/boyds-law-of-iteration/, and then see if you can find the referenced paper by Roger Sessions. (Sessions seemed to caputure the essence of "Lean Startup" before it was cool...)
Not everyone. Some are very successful with it. The problem is that everybody wants to copy that success and tries to cargo cult themselves through it without understanding it.
"let’s stop pretending Agile was some sort of cure all."
That's certainly good advice. Agile is more of an attitude than a solution, and attitude is not going to solve all your problems. Even if you are as Agile as you can be, you still need to solve your problems. It's just that being Agile might make you more flexible and effective at solving those problems.
And Lean is certainly more comprehensive than Agile. And I don't think they contradict each other. In fact, they're very similar; they're both about empowering the people who are doing the actual work.
"management thinks the focus should still be scope and deadlines and efficiency, ignoring that the deadlines are arbitrary and the requested time estimates are a form of waste."
Then management is not Agile and hasn't properly learned what it is. That is sadly common. Agile is not magically going to solve bad management, but Agile does emphasize keeping management at a distance and empowering developers.
"Agile actually tends to mask the core problem, which is a systemic, bidirectional lack of vertical trust."
Does it mask that? I think it exposes it. Without that trust, Agile cannot work. Agile insists on that trust. I suspect that every case of broken Agile is caused by a lack of trust. Fix the lack of trust (or use a system that works without trust if you absolutely must).
"Did you know story points were actually invented to obscure time and help alleviate this problem? That backfired too, didn’t it?"
Yes I did and no it didn't. Every single team I've worked in over the past 6 years knew this and kept repeating it every time someone comes along and tries to match story points to actual hours.
This first half of the article suggests the author has mostly worked in very toxic management cultures.
My last company (before going self-employed) had an agile environment and it was mostly a good system to work in.
I don't recognize the fairly strictly Agile (not AINO) environment I worked in in that article. Not perfect, but it worked and better than a lot of places that had no good methodology.
On the other hand, I've also been in orgs that were very successful in developing software in a way that we would recognise as being agile. We just didn't make a big deal out of it. And we didn't do standups (most of the time), or 2 week sprints, or retrospectives. We didn't even pair consistently: we split up on trivial stuff, paired on hard stuff, as needed and available.
In one org we started without TDD, and even without having much in the way of automated tests at all. But when we discovered testing and TDD, boy did we ever embrace it. Not because anyone told us to (mid-to-late 90s, so no Agile Manifesto), but because the difference for us developers was night and day.
So develop software. Concentrate on what helps you develop software. In my experience, you will probably discover something recognisably agile all by yourself. So when you discover that, help yourself to what helps you. Don't make a big deal out of it.
On the other hand, if the company all about how fantastic the culture is...run! Or at least tread very, very carefully.
"What's your company culture like?" - the way that the interviewer responds is a pretty good indicator of what their culture is like.
"If someone does something exceptional, how do you reward them?" works in a very similar way.
That does seem to be the downside of Agile. It's a collection of maybe a dozen different techniques and practices. But if one of those practices falters, whether it's the TDD, or the business side still wants a certain deadline, or you don't bother to demo at the end of a sprint, then the whole house of cards falls like dominoes..... checkmate!
Green teams may need more structure. But the structure should not take over; it should be a tutorial and get rethought as the team matures.
Message to the Fortune 500: Just get rid of anyone with the title "scrum master" they're dead weight. You were fooled, deal with it. I am trying to move my team over to Kanban right now, but we have all this reporting crap up the chain all designed around CA Rally, the worst productivity tool ever made.
You mean the ones following one of those canned "agile processes"?
It always amused me how people could read the Agile Manifesto and then conclude that it's best satisfied by following a canned process.
From how Ive heard it described it seems to be a way for management to impose rules on how developers can approach writing a feature and not necessarily a benefit to the devs.
If I understand it properly, it's essentially write a test so it fails then fill in the feature gap. The whole write first bit is just so you don't have to retest later to verify that your test didn't hit a false positive, right? Something a careful person would check anyways...
TDD was discovered as technique by developers, for their own benefit. Management imposing it can be a bit of an anti-pattern, though it may be well-intentioned. I have certainly pushed teams to TDD, though primarily by example and by the positive experience you quickly get.
Anyway, TDD has nothing to do with management imposition. It is really diametrically opposed, at most orthogonal.
2. "test didn't hit a false positive"
Yes, that's a good thing, though hardly the main point. You write that a careful person does this anyway. I'd rather have a machine do that for me, and have less of a requirement on me to be careful. Computers are much better at being careful, and I want them to do the tedious stuff.
I also am wary of claims of "you just need to be careful". Probably lots of bugs ahead!
3. So why is TDD so great?
First, it's a design technique. Writing the test first forces you to think about how your new production code will be called. It also forces you to be clear about what the code is supposed to do, precisely, before you write the code. Writing the test tends to be significantly less difficult than writing (correct) code to solve the problem. You then write only the minimal code that is required to pass the test, which surprisingly also tends to be fairly trivial. Also, you know when you're done: when the tests are green again.
So you've transformed one difficult step into two fairly trivial steps. Which sounds weirdly magical, but actually works in practice. Also, since you only wrote the minimal code that was required for the tests to pass, you know that you have good test coverage.
After you've done a few, you're in a place to detect duplication and eliminate it by refactoring. This tends to be somewhat more intellectually challenging. However, you are truly refactoring, that is not changing the functionality, so you have a great safety net with the good test coverage you achieved before.
So you get this small steps that are fun and easy, and you tend to not regress.
Psychologically, it's also very pleasant, compared to the usual flow, which goes somewhat as follows:
1. I have a rough understanding of the problem,
2. I code a solution, which is at the limits of my understanding
(because everything is up in the air)
This part feels very good, "I am the master of the universe"
3. Then I should write some tests, but the incentives are a bit negative
-> if the tests all pass, nothing happens, so why did I write the tests?
also if nothing happens, how do I know I actually tested something?
(not by "being careful")
-> if the tests do show a failure, it's a distinct downer from step 2
(and so I probably subconsciously write my test so they don't fail)
4. I don't really want to refactor, because my solution from step 2 was already awesome!
TDD: 1. I write a test. It fails appropriately. That makes me happy.
2. I write minimal code. Tests go green. That also makes me happy.
3. I refactor. The code now is much nicer and tests still green. More happiness.
So with most normal development flows you get that initial rush and then a lot of downers. With TDD, you don't get quite the same initial excitement, but instead you get these nice regular dopamine hits without really much downside.One thing I see a lot in the comments is about time estimates and the amount of pressure that that brings and the rarity in which it works.
In my teams we NEVER talk about time of delivery with Engineering. I've always been trained to think of pointing as an estimate of "complexity" (e.g. 1 point is roughly the complexity associated with a copy change).
Then, by getting a track record of historical points completed in a week, we can transform our way from feature => complexity => time.
For example, if you ask someone to transcribe 10,000 pages of text, and you know that they type 60 words per minute, and that there are an average of 300 words per page, then you can estimate that it will take approximately 833 hours to transcribe.
If we followed your method of estimating stories strictly by complexity, however, this is clearly only a one pointer story. After all, there is nothing complex at all about the dull task of rote transcription, and all quantities are known and established.
When people talk about "complexity" in software development, what they are really talking about is how certain they are in their knowledge about all the things they have to touch. The more things they have to touch, and the more things they are unfamiliar with, the more things can unexpectedly go wrong.
Each task should really receive two estimates:
1. How long do you think this will take?
2. How certain are you of this estimate, given all the factors you are aware of?
That would be too much work, though, so people condense this into a single point value and hope for the best.
Now I believe that Agile was started with good intentions, but today it is much more a motte-and-bailey doctrine. The motte being "Agile is the values in the Agile Manifesto". The bailey being "Agile is Scrum and SAFe, and all these meetings, ceremonies, and process are a necessary component of Agile". And I think this is why people fall into no-true-Agile discussions and eventually end up disappointed with something that showed a lot of promise. Agile started off a plea from programmers to Corporate, and it caught Corporate's ear. But once in Corporate's possession, it was deployed to serve Corporate ends only.
Among other things he speaks about the simplicity of the Manifesto, about the cultish movement and consulting services which rose around it and the cultish, distorted, complex vortex of BS that has formed around a super simple concept.
Software development is solutions development; but for a large subclass of problems, custom-built software that automates the tedious, predictable, and repetitive parts of the solution has been and always will be a competitive way to solve them. It's synecdoche, a metonymy for "software development [and other assorted disciplines of problem-solving]".
Software is the hammer in the toolbox. Things that look like nails get hammered. The hammer is so useful to organizations that have many nail-like objects sticking up, that handypersons who only have a hammer in their toolbox can still work continuously, and may never need to do anything else but hammer things. This may become common enough that folks who also keep vice grips, screwdrivers, hand saws, duct tape, and penetrating oil in their toolboxes are forbidden from using those tools. They were hired for the hammer; they should use the hammer. And what's all this nonsense about non-hammer tools, anyway? We've never needed anything but hammers here, and that's the way we like it.
Agile is about advising organizations with strict rules and style guides for nail-hammering to loosen up and let the hammerers determine how to wield their own hammers, and possibly also choose the length and width of the nails.
Despite the amount I actually get paid, working upstream of the problem far enough to eliminate both the nail and the hammer--possibly using a more appropriate tool--is apparently above my pay grade. Agile never fixed that. It never even suggested that a non-hammer world exists. Even the CTO position might as well be chief hammering officer. The 'T' restricts the domain of authority. An organization that is agile instead of just Agile needs to have someone around that can meaningfully restructure the company itself, such that the assumptions already built in to its organizational hierarchy are not inevitably replicated in the processes of all of its subdivisions. That's why Agile never fixed anything. The CEOs still kept telling their CTOs to take charge of all the hammers and pound something out. Those companies founded to be Agile put different assumptions into their organization. When that changes, going through the motions of Agile won't help them any more.
Unfortunately my tasks tend to be nebulous. They involve investigating very large potential systems and breaking out smaller tasks, many of which won’t be fully understood till we’re in the trenches. How do I cost the time it takes to learn how Spanner will handle my design and update architecture accordingly? How do I cost “interrupt driven” work like getting buyoff on a given architecture? One of my OKRs was literally “Create a security model for a new foundational technology that is acceptable to all integrators, follows Google Cloud best practices, and can be represented in Kubernetes.” How would you break that into (bi)weekly sprints? You don’t even know what work you’ll have to do until you go to a committee of stakeholders and get told where you have to go back to the drawing board.
I’ve seen one compromise and benefit to the system:
Compromise: push back on scheduling until the date you give for coming up for a date of completion. This works best during the final phases of development.
Benefit: with weekly throughput info, it’s easy to tell if someone is trying to do too much in a sprint.
I blame the ambiguous manifesto.
Agile is not and has never been a cure-all. Scrum doesn't solve any problems. It's supposed to reveal the problems that exist and make them apparent to anyone looking at the scrumboard. If you don't change your team dynamic and just start looking at a JIRA board every day in 30 minute "standup" meetings, you're not agile. You're just cargo culting.
I'm tired of people blaming "agile" -- which is mainly about self-organizing teams and adapting quickly to changing circumstances, for what's really a management failure.
Here's the thing. Corporations are hierarchical. Human beings are hierarchical. We're also communal, but start putting us into larger and larger group situations where we're facing competition, stress, and we must engage in concerted effort, and we go into hierarchical mode.
Why does everything tend to go back to waterfall? It's because that's how management likes it, for reasons which go down to basic human nature in the kinds of environments technology companies create. Heck, even the financial markets demand fictional planning and forecasts of the unknowable future. Bosses want to be able to make plans.
One thing which Waterscrumfall has achieved, is that the iterations are much faster. That even fits the "next quarter" mindset of the financial markets.
The answer might be to have shorter term software projects. Make everything more modular, have a standard backplane into which everything can plug into, and enable competing short term projects. I think today's trend is to make corporations into ecosystems, and this change might be able to shape incentives positively.
It is kinda funny. For me the first line has always been:
> Individuals and interactions over processes and tools
And when I am asked to explain Agile, that is always at the core of my message. Form a team, let them do their work and start learning how they can improve how they do it.
From my perspective, the primary role of a (software development) Project Manager/Scrum Master is to create an environment where the team can optimize itself while not drifting into personal conflicts (create a healthy environment for collaboration and feedback). Everything else, like planning/risk management/change management/stakeholder management/reporting/presenting come afterward.
Those other things are important too (and should not be skipped completely), but if the team doesn't work, most of the other tasks create little value.
"Agile" is a lie that before 2001 nobody at all had ever done iterative software development, and all software process ideas that came after 2001 are by definition "agile."
"Agile", as with any other buzzword, is not for people who actually understand the details of the change; it's for someone who needs a handle onto concepts that would fly over their heads without a buzzword. Lets stop litigating the term, and move on.
So how do you trust someone who would outsource your position if they believed it would save money and reduce their work load? Management and employees have an inherently adversarial relationship that is poisonous to trust. I think it can still develop at times, but under our current culture where everyone knows someone whose job was made redundant with little recourse for their employment, you might as well be asking for a coconut to grow in an active lava flow.
I've seen software development done very poorly and done very well, sailing under a variety of flags. But on an eyeballing there are far more bad experiences than good that get labeled "Agile".
Whether this is because of causal differences or because it's easy to affix any label to anything (and most experiences suck regardless of the label) is hard to tell without a control-group universe were the Agile Manifesto was never written.
If anyone needs me, I'll be counting to twenty.
And tbh, despite how bad “Agile” process can be, it’s a lot better than pure waterfall.
Sometimes it goes off the rails. That is in the nature of things. But it goes off the rails as an exception, rather than as a rule.
If there's a key to the magic it's (1) hire for empathy as well as smarts and (2) reflect on what can be done better.
1. Developers size development of X and says it will take roughly 12 months.
2. Management says the rest of the organization is going into system test in 9 months and needs X finished by then. Couldn't there be some way of speeding up the development of X without impacting the rest of the organization?
3. X's developers say no, not really.
Now management tries one or more of the following:
-- find someone else to size the work that X's developers will be expected to do
-- hire some outside "expert" to size X
-- hire contract programmers that claim to be experts in X that will join the X team
-- suggest reduced functionality for X
-- propose some modified "streamlined" component testing for X
-- promise to provide X's required dependencies ahead of their scheduled completion dates so X's development won't be gated by these requirements
Now jump back to step 1. Repeat until X's team relents and says that maybe, just perhaps they might be able to finish X in 9 months if everything goes perfectly even though the company has never done X before
This is now passed up the management chain and it becomes part of the official overall system's schedule that planning, marketing, sales, finance, etc. is depending on.
Iterating over all of these estimates is a big waste of time. Management has already decided that they want X in the system and will keep pushing until an estimate comes back that they accept.
If X's team is lucky, some other team will fail to make their estimated completion date and X will end up with the 12 months it might take to finish X. Every team in the organization is hoping that it will be a different team that first has to admit that they will not make their date. This causes a kind of game of chicken where every manager is unwilling to be the first to admit that their team is going to miss it date. Consequently, every date in the organization cannot be relied upon. The distributed file system needs the TCP stack to be finished on time, but the TCP stack needs the ethernet device drivers to be finished on time and no one will admit slippage of any dates first.
Limiting the scope in a reasonable matter should reduce dev time, no? Assuming it's a true reduction in scope and not just lipstick on a pig..
Usually, lightening the ship by throwing functionality overboard in a panic doesn't happen until around half way through a project, but what I was referring to was the sort of impractical proposals that come from non-developers about how to reduce development time.
"Couldn't we remove the ability to customize user icons--everyone in the icon based user view can have the same icon." Okay, why have icons at all if every icon is identical?
"Deadlock, what's that?, do we really have to detect it in the first release?" Hmm...
"Can we leave out distributed shared virtual memory segments?" They weren't included in the original sizing
"Do we have to do persistent client caching?" Well then we will be no better than competing products.
"Does X have to run over both UDP and TCP?" That was originally a requirement. We can go back and examine that in light of other parts of the system depending on X.
Managers often tell me that my process is chaotic. They want more visibility and deterministic completion dates. We adopt Agile process. Now we have long sprint meetings. I think we get less done.
> So find a good booklist. Follow some good blogs. Here’s a start: If you haven’t read Sense & Respond, Lean Enterprise, A Seat at the Table, and Everyone Is a Change Agent, I suggest you do so pronto. Your leaders too.
I'd add Peopleware to that list.
> Start reading posts by John Cutler, Melissa Perri, Bob Marshall, Allen Holub, Laura Klein, Erika Hall, Neil Killick, and branch out from there.
Anyone care to add their own handful of books and bloggers to these recommendations?
But we won't. That's why snake oil salesmen were so effective: we want to believe in the cure-all. No matter how often you chastise, people'll keep buying it, because they're aspirational. They want there to be greener grass on the other side, and they're willing to try anything to find it.
The business doesn't actually care about Agile at all. It just has heard of the term and realized it has something to do with getting work done better. So leadership will say things like "We're an Agile organization now", not having the faintest idea what that means. A snake oil salesman doesn't need to know how snake oil works; he only needs to know what it promises, and how to sell it.
You can have the perfect software development methodology and people will still do it wrong. But if everyone has the same goal in mind, is highly motivated, and is willing to cross aisles to work with other people to do the best job possible, a methodology will naturally arise. Self-motivating humans can get some crazy shit done. The best working organizations I've ever seen followed no methodology. They just did what was needed to keep a site running well and making money, and it was kind of wonderous.
I think it's in most party's self-interest to keep playing the "agile panacea" game.
1. Salesman sells something that doesn't exist, pats self on back
2. Engineers asked to build integration/features on arbitrary timeline
3. Doesn't happen, everybody unhappy
4. Scapegoat needed. Says we didn't agile right. Project Manager hired / Deck of Fibonacci cards bought.
5. Go back to 1
Basically, my team consists of some devops engineers mostly working on maintaining and extending the config management, and some other technical consultants who deliver and execute projects, ideally fully standardized.
For the standard delivery projects, it's extremely valuable to hammer the scope down into a precisely known constant and track the time spent to implement specific parts, as well as the delays incurred for different reasons. This allows for a strong, deliberate optimization of execution time with a measurable, predictable business impact as well as a reliable estimation of these tasks.
Discovery projects on the other hand? Yeah. We're pretty good at giving a lower bound for the time necessary by tracking similar tasks in a job. Extending a database entity is going to take a roughly similar time each time. Packaging, downloading and extracting binaries isn't going to differ that much in time from the last 3 times we did that. If you can identify a bunch of similar tasks you've done some time ago already, you can give a lower bound - "The tasks we consider familiar will take about 2 weeks".
But after that? Who knows. At that point we're rather estimating by asking: When do you stop feeling silly about it? Do you need a year to do this? A month? Two weeks? A week? A day? So usually we hand our project managers something like "This will take 2 weeks we know, plus 3ish weeks we don't know".
Principles behind the Agile Manifesto
We follow these principles:
Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.
Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage.
Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale.
Business people and developers must work together daily throughout the project.
Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.
The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.
Working software is the primary measure of progress.
Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.
Continuous attention to technical excellence and good design enhances agility.
Simplicity--the art of maximizing the amount of work not done--is essential.
The best architectures, requirements, and designs emerge from self-organizing teams.
At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.
But I would like to see an organization that only had the team lead give estimations. This would remove the temptation on individual team members to size too large and fill the time, while also keeping management happy that they're receiving estimates for tasks they requested. Measuring throughput would immediately become a lot more natural since team members wouldn't fall into the trap of "When a measure becomes a target, it ceases to be a good measure."
I was actually just rejected from a job I applied to since I voiced a few small concerns with agile/scrum in the interview. My friend that joined that company recently reported he was doing maybe 10% of the work he and I were doing before he left my team. Even though I aced the technical portion they didn't want to risk hiring me since I asked their willingness to flex the rules of scrum.
A very good engineer within my organization said to me, "Our job is to get something in front of them quickly so they can figure out what they don't want." Our successful projects have been ones in which we kept to this maxim.
I think this is what the author was trying to say but I had a hard time following his writing style.
Instead of thinking you can write a perfect requirements document, then can just design and build it (waterfall) doesn't work.
The idea that you can have any sort of meaningful estimate even when you don't have perfect requirements is insane. Having an estimate with perfect requirements doesn't even work.
The most effectivly analogy I've used lately is: "Take your car to a mechanic and say "My car is making a funny noise, how long will it take to fix?" and see what kind of response you get"
Agile is being blamed for problems that are really organizational, company-wide issues that a software team has to deal with because they now are central to how everything runs. The author's suggest to read more general business/organizational management type books is apropos, because the overall goal is agility of the entire organization, not just the software team.
1. Developers need to communicate with each other. A lot. This takes time. The amount of time goes up non-linearly with the size of the team. (The Mythical Man-Month claims a scaling law of n^2.)
2. Adding process + documentation of various kinds can turn that from unbounded time spent speaking to a large but bounded written effort.
3. Nobody is good at predicting schedules.
4. Good news travels, bad news doesn't (until the last moment).
The traditional solution was to solve #1 with #2, put a lot of effort into schedules for #3, and get blindsided over and over again by #4. The average result was that the average delivered software project took over 2x what was estimated, cost over 2x, and was delivered with under half the promised features. But, no matter how delayed, usually didn't start slipping the promised deadline until about 2 weeks before the first official release deadline. And these were the success stories, since most software projects never really got delivered.
What Agile opened up was the perspective that there were other approaches possible. For example we can solve #1 by having small teams, which makes #2 unnecessary, solve #3 by making projects small enough to not need good prediction, which creates a feedback loop to avoid #4. And that is not the only valid tradeoff.
But this is not a one size fits all. Real world data shows that a team hits peak throughput at 5-8 people, declines, and doesn't get back to the same overall throughput until 20+. (After which it is almost linear, but with much lower individual productivity.) The teams as drawn on the org chart don't matter. The teams as they actually interact, do.
If you understand your options, and understand the tradeoffs, you can figure out how to customize the right solution to the people/organization. If you don't understand the tradeoffs, the best that you can do is blindly copy what worked somewhere else and pray that you got it right. And if it turns out that you didn't, develop superstitions about what you should have done instead.
Did anyone - who has seen shiney new panaceas come and go - believe it was a cure all? What it is, like MVP, is a way to mitigate risk. It doesn't eliminate risk. It can only mitigate it.
Furthermore, it still boils down to team and people. No tool will save a dysfunctional team. The key isn't the tool. The key is the key agreeing on the tool, and sticking to it. That is, tool is not a proxy for deep and solid team work.
To the extent your work isn't repetitive, the only job process can do is set a cadence on communication & decisions. Yes 2-week scrum does this but in my experience it distracts companies from the real goal of management -- attaching subject matter experts to projects, i.e. concentrating time & resources towards a goal.
Process can get rid of bad people and share around your best people, but unless you have an assembly line, beware of any other claim.
Heres's a good one by Dave Thomas. A quote: "Agile is an adjective not a noun". https://www.youtube.com/watch?v=a-BOSpxYJ9M
As a lot of people have already said, the problems arise when managers expect agile to give them software on a timeline.
Yet folks expect Agile to solve everything for some reason, and forget all the other issues around bags of meat working together. Those continue to need handling and still get out of control at times.
Perhsps the qustion we ask in projects shouldn't be "how long will this take?" but: "How long do you want to spend on this problem?".
Are other ladders in an organization not subject to performance review?! Managers? PMs?
Dev gets performance reviews _plus_ the microscope.
Beautiful
This was Ken Schwaber, co-creator of Scrum. 10 years ago. Ten years after, things did not get a lot better for big corporations that were born with leaders used to waterfall.
I agree with almost everything in this article and I completely agree with what Tootie wrote above: "The fundamental problem that drives most agile failures isn't in the team's execution, it's in the business' expectations. One side is signed up for incremental delivery, and one side is set up for a fixed scope and deadline and the result is misery."
As the article rightly noticed being Agile is not just building faster. It is delivering "value faster". That also means: "do not build what does not need to be built" and every 2 weeks be willing to scratch what you have worked on. Instead in most of the big companies the business people present shiny objects to the leadership and their goals is to build those shiny objects. Nobody wants to say: "We were wrong". The result is a few projects were people worked for 1 year and then the project is abandon. Even if the idea was good, nobody wants to work on little improvements.
It seems that Agile, Scrum, and most of classic agile lingo have a bad connotation for most of the people in these days. Some (over) simplifications that were made to make Agile easier to adopt ended up making things worse.
People in big corporations are used to the "flavor of the month" Most of the people really do not look for a revolutions there. They are just looking to how they can seem smart to impress their bosses and being promoted. That how Scrum got in. And that is why it will never realize its full potential there. They do not want to change how they think and how they do things.
I run a pretty successful team inside a bigger organization. I wanted to use story points. Start from scratch and have the team get a sense for what 1 point is. And my boss really wanted us to use story points. He only had one requirement we had to use this equation 1 story point = 1/2 day of work...
Trying to explain him that one of the reason you use story points in the first place is to stay away from time did not go anywhere. All the other teams were using that equation and we could not be the only team that was not to using it.
Frankly speaking, I think it is hard to work at the "inter-team" level if you cannot use the same unit. That's why in Agile you want truly autonomous teams. But big organization were not organized in that way. So you need to re-organize the company in a different way... but assuming there is the desire, who is going to drive that change? Who is going to take the risk of changing something that work in some way in a way that is not going to work too well for a few months?
In my humble opinion, it is almost impossible to change an existing a waterfall organization and make Agile work inside of it. Only a leader with a lot of trust by everybody in the company and a lot of courage may be able to make it work.
Most of the people that hate Scrum, Kanban or other flavor of Agile had experience with a "Cargo Cult" Agile preached in big companies and usually end up thinking that Agile is sooo screwed up. A big corporation will usually embrace embracing some things that usually really help (ex: standup meetings) and change a ton of other things that will make things worse.
You like the Agile mindset, you are going to be a lot more successful if you start from scratch with new young people or people that really want to commit to make things great.
For a new organization is easy to start with a simple "Agile template" and make sure that the team is really onboard with a continuous improvement mindset. Keeping regular retrospectives will make things evolve quickly in the right way.