Showing posts with label project management. Show all posts
Showing posts with label project management. Show all posts

Saturday, March 01, 2014

A Systems Language

A Pattern Language is an interesting book to pick up, and that's not just a joke about the size of the volume. Its web site betrays how old the book actually is; it was published in 1977 based on research that had been ongoing for several years. It's scope is pretty large and covers everything from the layout of an office building to the composition of an entire town. Much attention is focused on how to build communities within these spaces, and a lot of research provides evidence on optimal ways of building and tearing down boundaries.

Of particular interest to me were chapters concerning self-governing workshops and offices. The book stresses that no one enjoys their work if they are a cog in a machine. Instead, "work is a form of living, with its own intrinsic rewards; any way of organizing work which is at odds with this idea, which treats work instrumentally, as a means only to other ends, is inhuman." This is a fairly strongly worded assertion that means that employees must feel empowered in order to construct meaningful product.

Just as Thinking in Patterns postulated that groups should autonomously self-organize in order to realize their greatest efficiency, A Pattern Language encourages the formation of self-governing workshops and offices of 5 to 20 workers. A chapter is dedicated to the federation of these workgroups to produce complex artifacts - such as several independent workshops working in concert to build much larger things.

A Pattern Language also encourages keeping service departments small (less than 12 members) and ensuring that they can work without having to fight red tape. This applies to many shared services departments in both government as well as public sector organizations; departments and public services don't work if they are too large as the human qualities vanish. One must fight the urge to make an "idiot-proof system," since this can cause the system to devolve to the point that only idiots will run it.

The book is largely about physical space of course, so it has many recommendations on how offices should be connected. The authors specifically studied what isolated groups within a company, and even what we might consider small physical distances amounted to big interruptions in communication. If two parts of an office are too far apart, people will not move between them as often as they need to. If they are a floor apart, they sometimes will not speak at all.

Ultimately A Pattern Language has a lot of common sense to offer up about how to build a work community, backed by a fair amount of research that bucked many trends in the 70's. It had points that should not be glossed over even now, including:
  • You spend 8 hours at work - there is no reason it should be any less of a community
  • Workplaces must not be too scattered, nor too agglomerated, but clustered in groups of 15
  • Workplaces should be decentralized, not reliant on a central hub
  • Mix manual jobs, desk jobs, craft jobs, selling, etc. within a community
  • There should always be a common piece of land (or a courtyard) within the work community which ties offices together
  • The work community is interlaced with the larger community they operate within

    Workspace efficiency and community engagement is definitely not a new practice, however we always tend to think it is. If we can remember the lessons learned thirty-seven years ago, we may be in a better place to make a better workplace today.
  • Wednesday, February 12, 2014

    Thinking in Patterns

    Cognitive Hazard by Arenamontanus
    I've finally started to look at some recommended reading that has been on my wish list for going on two years now. Two of the books, Thinking in Systems and A Pattern Language, have particularly resonated with me since they spoke directly to the practice of software engineering without mentioning it once.

    Donella Meadows has left behind quite a legacy, and has great observations on how people work within overarching systems. Systems are everywhere and are often composed of yet other systems - just as it is with how people manage their workload every day. In particular, Donella notes the traps that systems can cause which cause things to go completely awry. Let's see if we can identify any of these traps within the context of enterprise software development:
    • Policy Resistance (think of "The War on Drugs," where two sides are trying to leverage the same system)
    • Tragedy of the Commons (exhausting a shared resource)
    • Drift to Low Performance (goals are eroded because negative feedback has more resonance than positive feedback)
    • Escalation (one side is attempting to out-produce the other, without a balance in between the two sides)
    • Competitive Exclusion (success to the successful)
    • Shifting the Burden to the Intervenor (an addiction has removed a system's ability to shoulder its own burdens)
    • Rule Beating (finding loopholes)
    • Seeking the Wrong Goal

    Any of those sound familiar in your current software engineering practice? No matter if this is exhibited between the business and the engineers, or PM's and engineers, or between engineers - these are universal pratfalls.

    There are ways to influence systems and avoid the traps we often fall into. These leverage points within the system can allow you to alter behavior and encourage positive results. A tricky point remains that some of the leverage points that are easiest to alter have the smallest impact, and some of the largest impact leverage points are very difficult to manipulate. If we look at an Agile software scrum, you might identify least impactful to most these leverage points as:
    1. Numbers, Constants and Parameters. It often feels like you're changing things because you have the most control over these knobs and dials... but all too often reactions are delayed and are cushioned by buffers within the system. Sure, you can change your sprint velocity or begin estimating bugs, but those are just different views on the same result.
    2. Buffers, or the sizes of stabilizing stocks that act as reservoirs of results. A buffer may delay or even out the consequence of a change within the system. Changing buffers would be like changing from a two to a four week development sprint in Agile - you may give yourself more time to recover, but more than likely you're just delaying an inevitable fail.
    3. Failing that, you might try to alter the real, physical parts of the system and how they interact. This can happen, but they are often difficult to change and result in a game of whack-a-mole. This is more fondly called "re-arranging the chairs on the Titanic," and often is exhibited by swapping out team members but keeping the system the same.
    4. The next leverage point might be to try and change how quickly you respond to changes by reducing delays, which in turn alters how quickly the system changes. However, Donella does demonstrate that shorter reaction time can very easily result in greater volatility, and things can become so volatile that they crash. This is what Agile is meant to guard against by locking down a sprint and ensuring priorities aren't changed on a day-by-day basis.
    5. In order to get a grasp on things one may also overlook the balancing feedback loops - or safety measures - that safeguard the system in times of emergency. The excuse is generally that "the worst is unlikely to happen," however this drastically reduces one's survival range. Adaptability is important, and if you take away the ability to adapt you can crash even harder.
    6. Monitoring for reinforcing feedback loops is something that becomes crucially important. This tasks requires one to watch for runaway chain reactions, which can cause a meltdown if not kept in check. Here bad decisions and bad reactions begat even more bad decisions and bad reactions, causing a runaway system. Look for balance instead of infinite feedback loops; if you can keep pushing your tasks to the next sprint, you're only encouraging a runaway backlog of tasks.
    7. Information flows can save a system. If information is in your face and always available, it influences even small decisions. Look at the Nest thermostat or smoke detector - here are devices whose primary purpose is to give you a nonstop flow of info wherever you are. The more info you have (such as how many hours heat was pumped into your house), the more you make small alterations to find balance. This is another part of the Agile process in the form of burndowns/burnups/velocity graphs. This info is meant to be viewed and reflected upon often.
    8. Rules (incentives, punishments, constraints) often have to take place to enforce all the above points. In order to kill feedback loops, ensure emergency systems are maintained and information is shared some rules of the game have to be put into place.
    9. Self-organization, which is an odd juxtaposition of the above rule about rules, is something that Donella prizes most about not only the human condition but systems in general. Usually if you let the component pieces of a system find their role, they will find a way to work with other components in harmony. This is the proof against micro-management; the more you manage, the more you can threaten a system's success. Let developers go free within the confines of the sprint, and don't hover over them (aside from a daily standup).
    10. Find the right goals to change a system. If you focus on GDP, you will focus on gross domestic product at the exclusion of other things. Picking the right goal is tougher than it sounds - you need to know what you want first. However if you can clearly identify and communicate a measurable goal, you can have a huge amount of control over the system. Define what the business actually wants to see - and involve them in the decision making process.
    11. Change your mindset. This is effectively what EVERY project management methodology attempts to do - make you think about the same problem in a different way. If it gives you a renewed perspective, this can be helpful. However...
    12. ...ultimately you should transcend paradigms and realize no paradigms are true. This is what supposed "anti-patterns" are meant to exhibit, and it can be helpful to realize that Agile, just like Waterfall, will ultimately come and go. Just ship early, and ship often.

    Just as we have "Gang of Four" or "Enterprise Integration" patterns, the above are system patterns that can help us decompose and deal with a system. Look for the common traps that always happen - and then evaluate your leverage points to counteract them.

    Sunday, June 01, 2008

    Counting on Trolls Under Your Bridge

    It seems no matter if you're in a huge corporate project or a smaller cadre of independent developers, the rules of managing people and code remain the same. And open-source projects tend to manage people much better than their corporate brethren.

    In projects with multiple people involved you have to continually worry about people leaving, contributing crappy code or going on a complete tangent. Usually in corporate life people just want the thing to work, and if it randomly happens to hit production and not have complete show-stopping errors, great. But the code could be complete cruft and no one would care.

    With an open-source project, however, you must have complete transparency. Brian Fitzpatrick and Ben Collins-Sussman recently gave a presentation on managing people in OSS projects effectively. Code reviews, definite goals and communicating "just enough" were all key. Hrm... how many commercial software developers do the same thing?

    It's not without its difficulties, however. Especially with the kernel, contributions can be a big mixed bag. Sifting the good contributions from the pointless ones can be time-consuming and tedious. So projects are split into more minute portions, and newbies are either mentored or given a sandbox to play in.

    It seems like there is a role model out there for taking a wide variety of people with an even wider variety of backgrounds and time commitments and having them all contribute to a well-developed end product. It's a shame it isn't emulated more often.