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Enabling Change

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Thursday, 01 October 2009 00:00
I'm starting to gather my thoughts for the October issues of CM Crossroads which has a theme of "Overcoming Resistance to Change." Some of my favorite books on the topic of enabling change are:
While I can't possibly cover all of the ground that these books do, I can share some observations I've made while trying to help teams to do things differently, such as adopting Scrum or developing a more agile release management approach.

A common reason people resist change is because they follow "rules" that they don't understand no longer apply. When these "rules" are embedded in the culture of an organization the challend to change is greater, since its often more pardonable to fail when you've followed the established practices, than failing when trying something new. This is a big challenge to overcome, and there is no easy answer to addressing this challenge, other than to be aware that this behavior may be happening. But there are a couple of things that help make enable change:
  • Leading by example. Often others just don't understand that other ways are possible.
  • Gather (visible) data. Often others ignore uncomfortable facts.
As an example of the first point, I've been on teams where unit testing was dismissed as simply too hard to do, or a waste of time. By a small group adopting the practice in small cases (and refactoring the more difficult code to enable unit testing), they can demonstrate how the presence of the tests helps improve quality and speed of delivery. In this way a small group of enthusiasts can lead the way for the more timid. (Really Dumb Tests discusses a similar point.)

In other cases, the team isn't aware of a problem. A colleague of mine recently said "you can't change what you can't measure," and gathering data is essential to making a team aware of a need to change. Once you have the data, you then have the ability to make decisions, and then measure whether those decisions have the desired effect.

To make this concrete, imagine a team that is estimating tasks based on a 7 hour ideal day (and an 88hour work day). At the end of each 2 week sprint the team either isn't meeting its goals or is feeling overworked, yet none of the tasks seemed more complicated than expected. One possibly is that that the teams days aren't really 7-hours. To measure this you could keep a chart on the wall, measuring team and organization meetings, adding marks to a bar chart after each activity that seems unrelated to coding. If at the end of a two week sprint this number is much higher than 10 hours (10 days*(8hours@work-7hours-coding)), then you have some options to consider:
  • Run meetings more effectively
  • Decide if all of the meetings add value
  • Decide to estimate based on a shorter ideal day
  • Decide that the work day needs to be longer than 8 hours.
  • (etc)
It's important that:
  • The data collection be lightweight and that everyone understand that the data need not be entirely scientific to be useful. Too much effort to gather data can derail a change effort because of perceived cost.
  • The data be visible and incremental. A hand drawn chart on a wall can be more effective than spreadsheet data that lives on someone's laptop. (But electronic data can also be made visible in the right context)
  • The team evaluates the data with a goal of improving, not blaming. Maybe the extra time was spent in meetings was well-intentioned, or even necessary.
  • The team consider a number of options to change the situation. (See Finding and Evaluating Options for more on evaluating options.)
What's useful about data is that it avoids arguments about who has the most accurate memory. Collecting data may not solve the problem; the data may leave you with more questions than answers, but without data you'll have no good way to decide what to try changing, and if the change had the desired effect.

Change is hard often because people often don't understand the need for change, or the possible changes. By demonstrating the alternatives and their value, and by gathering data to evaluate current practices, you can start the process.
 

IDEs and Builds Scripts (September Better Software)

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Saturday, 26 September 2009 06:00
I wrote an article for the September/October issue of Better Software Magazine: IDEs and Build Scripts in Harmony where I discuss how to use build tools, and IDEs while minimizing duplicate work and getting the benefits of both tools.

As usual, the editors did a great job selecting metaphorically appropriate art work, and there is lots of other good content in the issue, including an interesting commentary by Lee Copeland on testing, Scrum, and "testing sprints."

I won't repeat anything I say in the article (since I already said it), but I want to add some philosophical comments. The question of working in environments that use IDEs for development and integration builds that are driven by other tools is one that I care about because it involves some of the issues that often cause a lot of angst and discussion on development teams:
  • Standardization and the effects of tools on individual and team productivity, and
  • Repetition: having the same information in two places.
Many of these problems can be solved by tools that separate information appropriately. For example, dependency information in build scripts, formatting information in IDE settings, so you don't need to have duplicate configurations checked in. Or even having some sort of canonical way to describe formatting rules which you keep with the build scripts in a form that IDEs can leverage. This frees developers to use the tool that they are most accustomed to (and productive in), while maintaining the amount of standardization that helps teams be more productive.

I hope that you find the article interesting and thought-provoking.



Note: There was a production error that caused an old bio to show up in the print edition. I work at Humedica, not where the bio says .
 

97 Things Every Programmer Should Know

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Saturday, 05 September 2009 08:00
This past week 97 Things Every Programmer Should Know was made available to the public. This project was driven by Kevlin Henney, who I know from the early Pattern Languages of Programming conferences, . The list of contributors contains many familiar names, and I'm honored to be among them.

My contributions are about the agility, deployment, and their intersection. They include:
This project has contributions from many really interesting and insightful people. Maybe you already know everything on the lists, but you might get a fresh perspective by reading the contributions. You are very likely to start thinking.

On a related note, this past week, there was a conversation in my office between one of my colleagues who is a parent of a toddler, and one who isn't about why one works so hard to sound excited when talking to children about tasks.

You might say in an excited tone:
"Let's brush our teeth! It will be fun!"
instead of
"You need to brush your teeth because it's good for you..."

Being the proud (some who know me IRL might say too proud) parent of a 2-year, 9-month old boy, this got me thinking about why parents do this, and why it works so well. I suspect that the reasons are two-fold:
  • Toddlers don't (yet) get the idea of consequences, but they get the idea of "fun" so framing something as fun and exciting is just the path of least resistance.
  • Toddlers are wired to explore and learn, and every new thing is fun!
I'm realizing that, while as professionals, we need to do things for purely practical reasons learning about how to work better can (and perhaps should) be fun too. Seeing how toddlers learn makes me wonder how much of that joy of discovery we give up as we grow, and whether we need to lose it.

So as you read through the contributions in 97 Things, try to find something new and learn about it not just because it's something you should know, but because you enjoy programming, and because learning new things is fun!
 

Streamed Lines at 11

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Sunday, 16 August 2009 08:30
As I was starting to prepare for a class I'm giving at the Software Test and Performance conference in Cambridge MA this October I looked over a paper Brad Appleton and I wrote in 1998 on branching patterns: Streamed Lines, and I started to think about the path from this paper to the SCM Patterns book. Streamed Lines describes a number of branching patterns and when it's appropriate to use each one. From time to time people still tell me or Brad that this is one of the better overviews of branching strategies they have seen.

The paper grew out of material we gathered in a workshop at ChiliPLoP 1998 in Wickenberg AZ. We organized the set of index cards, categorized by color-coded stickers into the paper we prepared for workshopping at PLoP 98 (which was the PLoP conference I was program chair for). Many steps later, with encouragement from John Vlissides, we submitted a book proposal and started working on Software Configuration Management Patterns. The SCM Patterns book says a lot less about branching than Streamed Lines, and more about how SCM and version management practices fit into a pragmatic and agile development environment. Given how the book morphed from the original branching patterns, there is still a place for the information in Streamed Lines.

Streamed Lines may be due for an update to take into account how things like distributed version management systems like git and Mercurial affect the cost of branching. Regardless of tools, branching can have costs relative to not-branching; just because something is easy to do, does not mean that it's the right thing to do, but newer tooling is worth considering as you develop an SCM strategy.

Have you read Streamed Lines? Does it need an update? What would you change about it? How much should tools affect the principles it describes?
 

Sprint Review as Agile Enabler

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Sunday, 09 August 2009 09:00
An agile process such as Scrum is built on a number of both project management and engineering practices. The engineering practices support the project management practices and the project practices guide engineering decisions. While it takes more than the presence (or absence) of any one practice to cause your agile project to succeed or fail, some practices can drive your process in a powerful way. Sprint reviews are one practice that, when done with the right attitude, can help teams develop and maintain a good project rhythm.

An iteration process has mechanisms in place to help steer teams. Of all of the practices that support iteration, regular sprint reviews help teams and product owners get the feedback that they need to improve their performance. Reviews are also one practice that I've noticed that teams slack off on, especially when they are first starting out.

A common rationale for not having an iteration review are that there isn't enough to show. When the team is not making progress is the most important time to review progress with the product owner and evaluate how the project is doing and what needs to change. While the first review may be difficult, if everyone on the team is committed to a successful project, a review of less than successful sprint can have many positive consequences:
  • The product owner many be more impressed my the progress than the team thought, freeing the team to take more ownership of their work.
  • The product owner may be better able to understand that the backlog might be the wrong size as the team compares the results of sprint to the backlog, providing the team with the data it needs to have a more attainable backlog.
  • The team may recognize things it can do to work more effectively.
It's important that everyone understand the reviews for what they are: brief, lightweight mechanisms for evaluating progress as a group and and understanding how to do improve. This means that it's OK for things to go wrong in a review. And the team should not spend a lot of time preparing or setting up environments. (With good engineering practices you should be able to build and deploy a "review version" quickly. If you can't considering prioritizing Deploying Early.)

As you identify issues it's also important to review progress on these issues at subsequent reviews. If you let them drop then the people at the review will come to understand that the review feedback is part of an empty exercise. It's OK to acknowledge that a review item wasn't acted upon, or is no longer necessary. But you should discuss each action from a review at the next one.

While this sounds easy, there are some challenges including establishing trust between the product owner and the team, and developing an understanding that they share the same goals. You need to be able to talk about what's not working, and figure out how to make it work, not just assign blame. If the team and the product owner is new to Scrum, and the project is new, you may have to start with a premise of trust. This is hard, but with the regular feedback of a review each sprint, the stakeholders will be able to readily evaluate everyone's dedication to the project.

It's very important to discuss what went well, preferably before covering what needs to be improved. (I tend to favor the attitude I learned from patterns writers workshops.)

Some suggestions for those struggling with agile:
  • Have reviews at the end of each Sprint, using your backlog as an agenda.
  • Show the work done in the simplest way possible.
  • Collect feedback both on the work and the process, and identify things that went well and things to improve.
  • Save the list of things to improve for the next review, and be sure to discuss them.
Agile methods are based on periodic feedback, and a review is a lightweight process to give feedback essential to a team. If your team is struggling with agile, have reviews each sprint, and try to understand what's working and what's not. The review will guide you to the most critical issues (technical and organizational) that you need to address.
 
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