How to approach user stories in a Billing System Migration project? - migration

Our project is mainly driven by cost reduction. To do so, billing will be migrated from a legacy system to a newer and improved system.
Customers won't notice a difference. Neither will the end user placing the order's on their behalf. The whole project changes the behind the scenes. Does this mean this project is not fit for Agile?

Any project with a significant number of unknowns is appropriate for Agile. Wysocki ("Effective Project Management") has suggested this is 80% of all projects! Like him, I might use waterfall for highly repeatable projects like small software implementations in stable environments, but I would certainly use an Agile method like Scrum for any migration project. I have been involved in those, and they are full of unknowns.
In response to your comment: Excellent question! User stories are perhaps misnamed, because they can be about more than just users. Different coaches use different categories, but generally you can think of them as anything the team needs to do: user/customer requirements; market (future needs) requirements; business requirements, those things other parts of the business need from the team; and technical requirements, stuff the team needs to do "under the hood." As long as it is small enough to complete within a sprint, it's legitimate to use as a story! My (free, open source) Full Stack Scrum site has a details on Requirement Types.

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Planning a requirements gathering session using Agile [closed]

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We are planning on introducing Agile into our development process (a shift from the waterfall we've been using so far). We are leaning towards a hybrid model in whcih the requirements gathering session is comprised of a business analyst, subject matter experts, technical person and a user interface person. The plan is to create user stories that the development team can use in their agile process with 1 month sprints.
Has anyone had experience with a hybrid model? How has it worked for you so far?
The plan is to create user stories that the development team can use in their agile process with 1 month sprints.
Some remarks:
1 month Sprints is IMHO too long, especially for an adoption and I prefer to use 2 to 3 weeks Sprints. During an adoption, shorter feedback loops give you the opportunity to inspect and adapt more frequently and since you are experimenting, this is in general appreciated.
I don't really understand what is so hybrid in your requirements gathering session as long as the goal is not to create the "final" list of fine grained Product Backlog Items in one shot (a backlog has typically a pyramidal structure with fine grained items at the top - for the upcoming iterations - and coarse grained items at the bottom). Having story-writing workshops ahead each iterations is a common practice.
PS: While I respect Péter's opinion, I have a slightly different one. I consider Scrum (we're talking about Scrum, right?) as a minimal and finely balanced framework and recommend to stick as close as possible to doing Scrum by the book. Sure, the goal is not to be Scrum but to deliver working product increments. But unless you have someone experienced with Scrum in the team, you (as organization) are not really qualified1 to alter the framework (and to understand the impacts) and might not get all benefits. Scrum is flexible, there aren't two similar Scrum implementations. But dropping a part of the framework is not the same as being flexible.
1 I often introduce the Shu Ha Ri progression model (that roughly means learn - detach - transcend) for agile adoption. From the C2 wiki:
As the beginner starts to learn, Shu gives them structure. It forces them to adhere to the basic principles (...). Since the beginner knows very little, they can only progress by slavishly adhering to these principles (...).
As the beginner gains experience, they naturally will wonder why?, how?, is there something better? Ha... the separation (much softer word than break) is the experimentation done around the principles... first straying only a little and then more and more as these ideas are tried against the reality of the world.
As the experiments of the Ha stage continue, bit by bit, the successes are incorporated into daily practice... we look for opportunities and use the patterns we have learned and tried out that closely fit those opportunities. This Ha/Ri stage is what makes an art the 'property' of the practitioner rather than the teacher or the community. Eventually, you are able to function freely and wisely.
I'm certainly not saying that one must stay at the Shu phase (the goal is beyond the first level), what I'm saying is that learning new ways of working takes time, don't ignore practice. As Ron Jeffries once said "They're called practices for a reason... You have to have done them. Practice makes perfect."
Update: (answering a comment)
One of the decisions we would like to take is the role of each person in the 'Product Owner' team.
Just to be clear: there should be only ONE Product Owner. He can of course work with a team but, still, there should be a single authoritative voice for the team. If I rephrase, there is no Product Owner Team.
For ex: What would the role of a technical person be?
Well, for me the technical person has no role to play in this team (unless he is there to train or support people at writing stories but the ScrumMaster should typically do that). Writing stories means capturing the essence of business oriented features, there is no real need for a technical point of view at this stage. Technical complexity (or even feasibility) will be included later in the estimation.
It seems to me that the end result of the requirements phase would be user stories that the developers will use in the iterations. Will the technical person be estimating the tasks? Traditionally, we've had the programmers estimate their own tasks
People doing the work should estimate the work (you can't expect a team to commit on something if someone else estimate the work for the team). In other words, the team should estimate stories. On top of that, experience shows that 1. collective estimations works better than individual estimation 2. we are better at doing relative estimations. So my recommendation would be to estimate the size and complexity of stories relatively using story points/t-shirt size/unit-less points and to do collective estimation during planning poker sessions. This worked very well every where I used this.
One of my colleagues (I work for a company which consults in agile working) has written several blogs about this separation between the requirements gathering and the development process. He describes how this can work very well in practice.
So far I have had experience with hybrid models only :-) None of the agile projects I have worked on so far implemented any Agile methodology strictly by the book. You needn't either.
The point is, any methodology is just a starting point / a collection of ideas you can use to work out your own process, tailor made to the specific project, team and circumstances.
Start with a process which looks good to you, then see how it works in practice. Keep regular retrospectives at the end of each iteration to assess how things are going, what worked in the last iteration and what didn't, and how could you improve things further. Then implement the most important ideas in the next iteration. In other words, develop the development process itself in an agile way :-)
Update: anecdotes about the requirement process
As I write this, I realize you may not got much useful info out of it... but at least it shows you that projects and processes vary a lot.
In one project, we had a fairly strict Scrum process, with a product backlog, although we didn't have a real customer: the product was new, and the prospective users didn't yet know it existed. Also it was a fairly specific and standardized domain where our company had a lot of experience. At the time I was part of the team (this was before the first release) we didn't really have much formal requirements gathering, because much of the key requirements were imposed on us by a standard. On top of that, we had some of our own ideas how to make the product stand out of the crowd.
In another project, we loosely had a Scrum process, but our sponsors and users did not really know about it, so we were struggling quite a bit. The "requirements gathering" was rather informal in that the product was huge and different people / subteams were assigned to different areas, working fairly independent of each other. Each subteam had their own contact(s) to discuss the requirements with, and the contacts were geographically separated - we rarely saw any of them face to face, so most of the communication happened via email, using lengthy Word docs. To top it off, we had a team of domain experts, who were often in wild disagreement with the users regarding the concrete requirements, however they were not very communicative. So the requirement process often consisted of reading lengthy documents containing obscure mathematical stuff, then other lengthy documents containing GUI requirements, then trying to figure out how to bring the two together... then discussing the requirements with the domain expert who briefly announced that it was a piece of sh*t, and we tried to tease some more useful and concrete improvement ideas out of him... then rewriting the requirements doc according to our latest understanding and the expert's comments, and sending it back to our contact person... then repeat from square 1.
In our current project, we again have many users scattered around a large part of the globe. However, at least our IT management is more knowledgeable about SW development and agile processes. We work on a large legacy system, which was in a pretty bad shape a couple of years ago - so maintenance and stabilization is a large part of our day to day work, and new requirements take less than half of our time on average. When we have one, though, we usually have preliminary estimation meetings where we try to come up with a crude estimate on how many person-days this project going to take. Then later our business analyst works out more and more details with the stakeholders, and our team works on filling out the technical details.
It seems to me if you label business analyst, subject matter experts, technical person and a user interface person as "the product owner" team, you really haven't deviated from "pure" agile.
That said, "pure" agile is somewhat of a misnomer because most agile advocates will tell you that the #1 or #2 selling point is its ability to adapt to the business processes and corporate culture of your existing organization.
The critical success factor might be having that product owner team, and all stakeholders really, invest in participating in some of your dev team's agile processes (showing up for demos, being accessible for questions during the sprint, etc).
Edit:
This quote from Wikipedia documents the very simple role of the Product Owner:
The Product Owner represents the voice of the customer. He/she ensures that the Scrum Team works with the “right things” from a business perspective. The Product Owner writes customer-centric items (typically user stories), prioritizes them and then places them in the product backlog.
Scrum isn't meant to enforce processes on how the Product Owner gets their job done. It's only the interface between the Product Owner and the Team (sprint planning and sprint review) that Scrum tries to outline.
Could we call this, "Building the back log," as that is really what this is, to my mind? The idea is to get those top priority pieces and then work from there. I have seen a few different Agile processes and some worked better than others but the key is how well is the buy-in from those involved in the process.
I'd also agree that 1 month is too long for a sprint. 2 week sprints seem about right to my mind though I have seen slightly longer and shorter sprints that also work. Another question is how big is the team and projects that are being done as stuff that may take years may not be easily done. I say this as someone that survived a project that lasted over a year and many sprints and demos later finally finished the project successfully.
I'd likely consider the technical person being the one that has to keep an eye on the big picture and understand what may be reasonable to do and what is unreasonable to do,e.g. having the system read my mind to know what I want done before I wake up in the morning without my having to write out anything other than simply thinking it would be unreasonable. Don't forget that the stories will develop into more cards as the stories are just a high-level view of what the end result is, which usually doesn't cover how easy is it, how much time will it take and a few other aspects.
For the sprints themselves, developers should estimate how long it takes to do various tasks. Determining the priority of stories though isn't part of what the developers do though. The requirements gathering session could also be seen as building a project charter so that there is a timeframe for the project as a whole, objectives and other high-level details that should be stated at the beginning.

What is the preferred process for sellling a personal project/product? [closed]

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I have begun work on a personal project that may end up having some real-world applicability. I am beginning to entertain the idea of selling licenses. I am sure some others here have done this before, and I was wondering what successfully processes you've used to do so.
There are many questions on SO regarding licensing, legal implications, etc. However, I have looked around and could not find a duplicate question for this one. To be clear, I am not looking for information on what licensing strategy to use, how to advertise your software, and so forth, but rather, for a checklist of things that should be done to increase the probability of success, and any possible gotchas I have not thought of. If anyone has any personal success stories, they would be very welcome.
For a little background, I am set on the idea of licensing a closed-source, compiled .NET DLL.
A few things off the top of my head:
Strong documentation, because formal technical support is unlikely
Specifying licensing terms and formalizing them with an attorney
Code obfuscation
Exploring license enforcement (either using a commercial package or custom code)
Building a website around the product, including real-world code examples since this is a library
Possibly offering some type of beta period, for feedback and getting the name out a bit
Offering instant/automated purchases
Marketing (oh boy)
Is it necessary (or wise) to start a one-man company to do this?
I will keep this list updated as answers come in. Thanks all!
Some tips:
Obfuscation: Be wary of obfuscating everything. An alternative is to obfuscate just the critical bits (licensing, premium features). The problem with obfuscating everything is that stack traces from error reports are ineffective. When an unexpected exception is caught, you'll want to give the user the option of automatically reporting its details - this really helps with QC.
License enforcement: If it's a utility that can be easily pirated, people WILL pirate it. An activations-based licensing system is ideal - and if it's not too draconian people will be less motivated to circumvent it. For instance, allow at least 3 activations per user (home computer, work computer, laptop). If it's a control library, then an activation-based may not be required - baking the serial number into the library may be enough because customers are unlikely to build their own product on a stolen assembly.
Instant/automated purchases: writing a custom licensing server and web page for this is fairly easy - you need only about 3 tables. LINQ to SQL is ideal for this sort of thing. For the payment gateway, I use PayPal - it's very easy to set up, has the features you need for selling activation codes, and allows multiple currencies. If you use PayPal, enable both PDT and IPN so you can give customers their activation codes both on the screen and via e-mail.
Marketing: try LOTS of things simultaneously - because it's hard to predict the success of any campaign. Especially without experience! Making yourself known amongst the influential people in the field into which you're selling can work very well.
Advertising: advertise on StackOverflow - that's what I'm doing! Google ad words is also worth trying because it's so cheap to set up - you'll know after spending $10 whether it will be effective for you or not.
And good luck with it!
You have most of the practical things listed out, in terms of actually getting a product from you to the customer -
However, there are a couple of things I'd also recommend.
Figure out how you want to handle all of your accounting/purchasing/billing/etc.
Rethink formal technical support (for money), but not at the exclusion of documentation
Talk to a lawyer regarding all of your licensing decisions, agreements, etc., as well as company structure
Talk to your accountant (and/or find one who is good at working with small tech companies)
Some of this will cost some money up front, but save headaches later.
The last two bullets are crutial - there are MANY options for how to setup yourself from a tax perspective, each of which has potential advantages and disadvantages depending on your specific situation.
For example, if you're in the US, there are many advantages to incorporation prior to doing anything on your checklist. If you decide to incorporate, you may want to do it in your state, but there are also advantages to incorporating in Nevada or New Jersey (very pro-corporate states legally). If you're successful, doing this early can save a huge amount of work over time and have significant benefits.
Also, if you incorportate, you might want to consider S vs C corps (S Corps are great if you're a one or two man operation). If you don't incorporate, you can run as a sole proprietorship or an LLC, both of which have advnatages and disadvantages. A lot of this depends on your product (what it does), your expected returns, etc. - having a good lawyer and a good accountant is a huge blessing.
If you're aiming at software development teams as customers then the sort of thing they are likely to expect to see (in addition to the ones you listed) are:
A download service for any additional items and/or patches that the user might need.
Tight version control/configuration management processes so that it's easy to find out what version of the product they have, what they need and what the differences are between versions.
Email/online bug reporting.
A demo/trial version of the product.
A good set of tutorials.
Community support e.g. developer forums. This is a good 'value added' service that can also help with the fact that you have concerns (as a one man company) over being able to provide 'formal technical support'. Hand out a few badges and reputation scores and get a free technical support team ;) ... but if sales take off, seriously consider providing 'formal technical support', it can make a huge difference to the perception of the product.
... and make sure that the website, download service, license server, forums etc are all properly secured and done to a professional standard. If any of the peripheral services are less than 100% then it all reflects badly on the product, especially when yours is a technical one.
You might not want to provide formal technical support, but you could look for creative alternatives like some sort of moderated forum for issue resolution. Also, provide at least an email address for someone to contact you.
Another thing is to hire some sort of designer to make your product, documentation, website, etc look good. It is generally easy to tell programmers who attempt design.

What are the differences between programming in an IT department and a Product Development department?

Our company has recently decided that a good section of our IT department is actually doing product development and not internal IT development and now has created a new department.
What are the types of changes that developers should be looking to make during this type of transition?
Is there really any difference between internal development and product development?
I don't know how quickly the differences will assert themselves in an existing group which is transitioning from one role to the other, but having worked as both an internal developer and a product developer, two huge differences leap to mind: requirements and and testing.
As a developer of internal tools, I was pretty much given free reign regarding interface, organization, and even scope. Specs were in the form of an email saying "can you write something that does X?" Similarly, testing was almost non-existent. After whatever testing I was able to do, the tools would be deployed directly to their target audience and bug reports, when they came at all, were directly from those end-users, again usually via email or even hall-tackle.
Now that I'm doing product development, the difference is dramatic. Specs are 30-100 page Word documents and we have a dedicated testing department which makes darn sure that what we produce matches those specs. I'm much better supported by the project managers and have clear channels for any feedback I have on requirements or design. It could be argued that product development offers less freedom to the individual developer, but in exchange for being part of a (hopefully) better-organized and better-supported team.
[I work with Jeff.]
As others have mentioned, a key difference stems from the nature of the user:
When developing internal applications, you're typically dealing users from a single department or group who use a limited number of apps, and they're mostly a captive userbase.
When developing external products, you're dealing with users who see the whole enchilada, and they're paying customers who can take their business elsewhere.
That difference matters because a coherent user experience across multiple applications becomes much more important for paying customers who see the entire set of apps.
In the IT case, neither the business nor the users themselves are typically concerned about the fact that their app doesn't look and work like some other app that some other department uses. And if for whatever reason they did care, their ability to do anything about it is more limited. While it's possible to make a business case for consistency across apps (branding to internal employees, usability for employees who use multiple apps, reduced development costs resulting from the reuse of common libraries, patterns, services, etc.), this kind of concern typically takes a backseat to the development of new business functionality.
In the product case, the users do care about coherence across the entire set of apps, and they can do something about it if the experience is weak.
So one major difference is the relative importance of a coherent, quality user experience. But that goal itself has significant organizational ramifications that we're already starting to see.
We'll see an increased emphasis on "horizontal" activities that seek to establish standards and improve communications across teams, since such activities directly support the goal of producing coherent products. Cross-cutting teams (like user experience) will become more influential than they formerly were, we may see new cross-cutting teams (e.g. teams that look at architecture across many systems rather than just a single system), we'll probably see more presentations about what different apps do, more cross-training, etc.
App development teams will have less autonomy than they formerly had in charting their own course. The user experience team (working with end users, business stakeholders and engineering teams) will specify standards around visual design, interaction design, etc. and the app teams will be expected to adopt those. We'll see test practices become more standardized. Builds and deployments across apps will be more uniform and coordinated. Monitoring, alerting, response time SLAs and other operational metrics will be more uniform across apps. The app teams won't be able to define these for themselves anymore (though they can certainly contribute to the larger discussion).
Management will increasingly allocate resources in a way that seeks to optimize globally across the entire product instead of optimizing locally for individual apps. So where in the past the composition of individual app teams has been relatively fixed (developers, SQA, etc.), going forward we should expect to see more fluidity.
A huge difference is in your customer. IT developers have the rest of the company (and sometimes partner / subsidiary companies) as their primary customers. The Product Development developers have customers (i.e. the people who buy the product that is the companies reason for existing) as the primary customer.
Yes, very much so. There's a huge difference between performing an activity that drives revenue and invoices and one that's perceived as overhead.
My experiance is that people working on product development side of the house have bigger budgets, better training, better travel and more skilled employees. Having worked in a product development company it always felt like the lower skilled employees were thrown over to IT department.
In-house development is very process-orientated. They just want to deliver xyz functionality and have it work based on a company-wide strategy. It's not the iterative make-the-product better cycle you get when your primary product is your code. As a result, in-house stuff is often just 'good enough' whereas software companies probably tend to try to improve their product long after it 'just works'.
Note, in-house dev teams can get away with being 'good enough' but software development companies can get away with it for a while but will ultimately lose out to the ones who strive to improve.
I think moving between both environments could be a shock to the system in either direction but that's not to say they both can't be run in the same way - just that in my experience they probably won't. For example, UI is usually given a lower priority when it is in-house software as the customers are generally getting paid to use it rather than paying to use it.
I have been equals amounts of time in both types of organizations. The particular organization where I worked where the software development was part of an IT department treated the development of software as a cost center, where as software development as part of an product was seen as a profit center.
The two are very different. The skill level of developers in my case was vastly different-- those working on a public product were overall better skilled and cared more about the quality of their work. As a developer of a real public product you are actually making the company money.
In my internal software job I typically had a set of known fixed requirements mostly worked out. I designed a solution, but was always given a deadline that was unreasonable if quality was a concern (including code quality), rushed the coding, and delivered the result. Any bugs found that passed any short QA process typically only got fixed if they made formal requests for fixes.
Product development in my experience is almost the reverse. All the requirements are not fixed (only what I was working on for that week was fixed), design is usually dictated by someone who has worked on the product the longest. I get decide how long something takes (but got to really explain why and justify the time), and coding is usually not rushed. Experimenting with ideas generally is more difficult in product development because a product that is meant for public use should use tried and tested approaches.
Therefore, I would say that if creativity is really important then product development may not be for you because a particular idea that you personally have is unlikely to ever make it into the product unless you can make a business case for it and somehow make it more important than what the business has already been planning.
Choosing a particular library is also more difficult depending on how the software is deployed. For example software used by the government typically has to pass Common Criteria certification, which can eliminate certain library choices.

What is your or your company's programming process? [closed]

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I'm looking for process suggestions, and I've seen a few around the site. What I'd love to hear is what you specifically use at your company, or just you and your hobby projects. Any links to other websites talking about these topics is certainly welcome!
Some questions to base an answer off of:
How do users report bugs/feature requests to you? What software do you use to keep track of them?
How do bugs/feature requests get turned into "work"? Do you plan the work? Do you have a schedule?
Do you have specs and follow them? How detailed are they?
Do you have a technical lead? What is their role? Do they do any programming themselves, or just architecture/mentoring?
Do you unit test? How has it helped you? What would you say your coverage is?
Do you code review? When working on a tight deadline, does code readability suffer? Do you plan to go back later and clean it up?
Do you document? How much commenting do you or your company feel comfortable with? (Description of class, each method and inside methods? Or just tricky parts of the code?)
What does your SCM flow look like? Do you use feature branches, tags? What does your "trunk" or "master" look like? Is it where new development happens, or the most stable part of your code base?
For my (small) company:
We design the UI first. This is absolutely critical for our designs, as a complex UI will almost immediately alienate potential buyers. We prototype our designs on paper, then as we decide on specifics for the design, prepare the View and any appropriate Controller code for continuous interactive prototyping of our designs.
As we move towards an acceptable UI, we then write a paper spec for the workflow logic of the application. Paper is cheap, and churning through designs guarantees that you've at least spent a small amount of time thinking about the implementation rather than coding blind.
Our specs are kept in revision control along with our source. If we decide on a change, or want to experiment, we branch the code, and IMMEDIATELY update the spec to detail what we're trying to accomplish with this particular branch. Unit tests for branches are not required; however, they are required for anything we want to incorporate back into trunk. We've found this encourages experiments.
Specs are not holy, nor are they owned by any particular individual. By committing the spec to the democratic environment of source control, we encourage constant experimentation and revision - as long as it is documented so we aren't saying "WTF?" later.
On a recent iPhone game (not yet published), we ended up with almost 500 branches, which later translated into nearly 20 different features, a huge number of concept simplifications ("Tap to Cancel" on the progress bar instead of a separate button), a number of rejected ideas, and 3 new projects. The great thing is each and every idea was documented, so it was easy to visualize how the idea could change the product.
After each major build (anything in trunk gets updated, with unit tests passing), we try to have at least 2 people test out the project. Mostly, we try to find people who have little knowledge of computers, as we've found it's far too easy to design complexity rather than simplicity.
We use DOxygen to generate our documentation. We don't really have auto generation incorporated into our build process yet, but we are working on it.
We do not code review. If the unit test works, and the source doesn't cause problems, it's probably ok - but this is because we are able to rely on the quality of our programmers. This probably would not work in all environments.
Unit testing has been a god-send for our programming practices. Since any new code can not be passed into trunk without appropriate unit tests, we have fairly good coverage with our trunk, and moderate coverage in our branches. However, it is no substitute for user testing - only a tool to aid in getting to that point.
For bug tracking, we use bugzilla. We don't like it, but it works for now. We will probably soon either roll our own solution or migrate to FogBugz. Our goal is to not release software until we reach a 0 known bugs status. Because of this stance, our updates to our existing code packages are usually fairly minimal.
So, basically, our flow usually looks something like this:
Paper UI Spec + Planning » Mental Testing » Step 1
View Code + Unit Tests » User Testing » Step 1 or 2
Paper Controller & Model Spec + Planning » Mental Testing » Step 2 or 3
Model & Controller Code + Unit Tests » User Testing » Step 3 or 4
Branched Idea » Spec » Coding (no unit tests) » Mental Testing » Rejection
Branched Idea » Spec » Coding (no unit tests) » Mental Testing » Acceptance » Unit Tests » Trunk » Step 2 or 4
Known Bugs » Bug Tracker » Bug Repair » Step 2 or 4
Finished Product » Bug Reports » Step 2 or 4
Our process is not perfect by any means, but a perfect process would also imply perfect humans and technology - and THAT's not going to happen anytime soon. The amount of paper we go through in planning is staggering - maybe it's time for us to get a contract with Dunder Mifflin?
I am not sure why this question was down voted. I think it's a great question. It's one thing to google search, and read some random websites which a lot of times are trying to sell you something rather than to be objective. And it's another thing to ask SO crowd which are developers/IT Mangers to share their experiences, and what works or doesn't work for their teams.
Now that this point is out of the way. I am sure a lot of developers will point you towards "Agile" and/or Scrum, keep in mind that these terms are often used very loosely especially Agile. I am probably going to sound very controversial by saying this which is not my intention, but these methodologies are over-hyped, especially Scrum which is more of a product being marketed by Scrum consultants than "real" methodology. Having said that, at the end of a day, you got to use what works the best for you and your team, if it's Agile/Scrum/XP or whatever, go for it. At the same time you need to be flexible about it, don't become religious about any methodology, tool, or technology. If something is not working for you, or you can get more efficient by changing something, go for it.
To be more specific regarding your questions. Here's the basic summary of techniques that have been working for me (a lot of these are common sense):
Organize all the documents, and emails pertaining to a specific project, and make it accessible to others through a central location (I use MS OneNote 2007 and Love it for all my documentation, progess, features, and bug tracking, etc.)
All meetings (which you should try to minimize) should be followed by action items where each item is assigned to a specific person. Any verbal agreement should be put into a written document. All documents added to the project site/repository. (MS OneNote in my case)
Before starting any new development, have a written document of what the system will be capable of doing (and what it wont do). Commit to it, but be flexible to business needs. How detailed the document should be? Detailed enough so that everyone understands what the final system will be capable of.
Schedules are good, but be realistic and honest to yourself and business users. The basic guideline that I use: release quality and usable software that lacks some features, rather than a buggy software with all the features.
Have open lines of communication among your dev. team and between your developers and business groups, but at the end of a day, one person (or a few key people) should be responsible for making key decisions.
Unit test where it makes sense. But DO NOT become obsessive about it. 100% code coverage != no bugs, and software works correctly according to the specs.
Do have code standards, and code reviews. Commit to standards, but if it does not work for some situations allow for flexibility.
Comment your code especially hard to read/understand parts, but don't make it into a novel.
Go back and clean up you code if you already working on that class/method; implementing new feature, working on a bug fix etc. But don't refactor it just for the sake of refactoring, unless you have nothing else to do and you're bored.
And the last and more important item:
Do not become religious about any specific methodology or technology. Borrow the best aspects from each, and find the balance that works for you and your team.
We use Trac as our bug/feature request tracking system
Trac Tickets are reviewed, changed to be workable units and then assigned to a milestone
The trac tickets are our specs, containing mostly very sparse information which has to be talked over during the milestone
No, but our development team consists only of two members
Yes, we test, and yes, TDD has helped us very much. Coverage is at about 70 Percent (Cobertura)
No, we refactor when appropriate (during code changes)
We document only public methods and classes, our maximum line count is 40, so methods are usually so small to be self-describing (if there is such a thing ;-)
svn with trunk, rc and stable branches
trunk - Development of new features, bugfixing of older features
rc - For in house testing, bugfixes are merged down from trunk
stable - only bugfixing merged down from trunk or rc
To give a better answer, my company's policy is to use XP as much as possible and to follow the principles and practices as outlined in the Agile manifesto.
http://agilemanifesto.org/
http://www.extremeprogramming.org/
So this includes things like story cards, test-driven development, pair programming, automated testing, continuous integration, one-click installs and so on. We are not big on documentation, but we realize that we need to produce just enough documentation in order to create working software.
In a nut shell:
create just enough user stories to start development (user stories here are meant to be the beginning of the conversation with business and not completed specs or fully fleshed out use cases, but short bits of business value that can be implemented in less then 1 iteration)
iteratively implement story cards based on what the business prioritizes as the most important
get feedback from the business on what was just implemented (e.g., good, bad, almost, etc)
repeat until business decides that the software is good enough

Engineer accountability and code review processes [closed]

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In your “enterprise” work environment, how are engineers held accountable for performing code inspections and unit testing? What processes do you follow (formal methodology or custom process) to ensure the quality of your software? Do you or have you tried implementing a developer "signoff" sheet for deliverables?
Thanks in advance!
Update: I forgot to mention we are using Code Collaborator to perform our inspections. The problem is getting people to "get it" and buy into doing them outside of a core group of people. As stalbot pointed out below it is a cultural change but the question becomes, how do you change your culture to promote quality initiatives such as reviews/unit tests?
• Our company uses peer code reviews. We conduct them as Over-The-Shoulder reviews and invite the team’s tester to participate in the meeting to gain a better understanding of the changes. We use Source Control software that requires check-in, code-review rules to be signed off. Nothing big, just another developer's name that has reviewed the code.
• There are definite benefits to code review as several studies have been able to demonstrate. For our company, it was evident that code quality increased as the number of support calls decreased and the number of reported bugs decreased as well. NOTE: Some of the benefits here were the result of implementing Scrum and abandoning Waterfall. More on Scrum below.
• The benefits of code review can be a more stable product, more maintainable code as it applies to structure and coding standards, and it allows developers to focus more on new features rather than “fire-fighting” bugs, and other production issues. There really aren’t any drawbacks if code reviews are conducted “right”. More on the “right way” below.
• Some of the hurdles to overcome while implementing code reviews are the idea that “big brother” is watching me and the idea that not having perfect code means torture and pain. Getting developers to trust each other is difficult sometimes, especially when it involves “pecking order” or the “holier than thou” attitudes and putting your hard work under a microscope. Trust is the key to resolving these issues. A developer must trust that they will not be punished by peers or management for mistakes in code. It happens to everyone. Make a note of the issue, get it resolved and move on.
Scrum
One of the benefits of using the Scrum methodology is that a development cycle (”sprint”) is short. The time-frame of the “sprint” is determined by what works best for your organization and will need some trial and error, but really shouldn’t be longer than four week iterations. The benefit is that it requires the developers communicate daily and communicate problems early on in the project. This was initially adopted by our development department and has spread to all areas of our company as the benefits of scrum are far reaching. For more information, see: http://en.wikipedia.org/wiki/SCRUM or http://www.scrumalliance.org/ . As the development iterations are smaller, the code review process reviews smaller pieces of code, making the review more likely to find problems than hours or days of formal reviews.
“Right Way”
Code Reviews done the “right way” is completely subjective. However, I personally believe that they should be informal, over-the-shoulder reviews. All of the participants in a review should avoid personally attacking the person being reviewed with statements such as “why did you do it that way?” or “what were you thinking?” etc. These types of comments diminish the trust between peers, leading to animosity, hours of arguing over the best/right way to code a solution. Keep in mind that developers do not think or code exactly the same, and there are many solutions to a problem.
Just a little clarification on over-the-shoulder reviews; these can be conducted via remote desktop sharing (pick flavor here), or in person. However, they shouldn’t be limited to the developers only. We typically invite our entire scrum team which consists of two developers per team, a tester, a documentation person, and product owner. All non-developers are there to gain a better understanding of the changes or new functionality being made. They are free to ask questions or provide input, but not to make coding decisions or comments. This has been effective as certain questions will be asked that may change the direction of the project as the initial requirements may have missed a scenario, but that is what agile is all about, change.
Suggestion
I would highly recommend researching scrum and code reviews, before mandating them. Create the basic rules for each and implement them as part of your culture to achieve a better quality product. It must become part of your culture so that it is part of a natural process and integrated at all levels, as it is a paradigm shift from poor quality, missed deadlines and frustration to better quality products, less frustration, and more on-time deliverables.
If you want to ensure that every changelist gets reviewed, before checkin, then you could have your source control tool reject unreviewed checkins. For example, a trigger could reject checkins without "CodeReview: " in the checkin comment. Although people could still lie, they could also be held accountable.
If you want to ensure that every changelist gets reviewed, after checkin, then you could see if Code Collaborator will play nicely with your source control system and automatically make a review task after each checkin (push or pull; whatever works). After that, use whatever "polite annoyance" features Code Collaborator has, to make sure reviews actually get done.
If you want people to review only some checkins, not all checkins, then good luck with that.
We have a pretty cool setup. Coders are expected to test their code before check-ins to ensure that it doesn't break the build and to write tests where they make sense to have but high coverage isn't required.
Complex methods are expected to be commented.
At the end of phases code is reviewed by the whole team.
Pair programming. Work items have a required field of collaborator, the person that you paired with for the work
We lean heavily on ITIL concepts. While we don't need the full scale ITSM that ITIL provides, we have implemented processes that draw from some of the best practices in ITIL, specifically in the areas of Change Management and Release Management.
Code reviews are part of our RM strategy. As a change or new piece of code makes its way through our RM process, a lot of eyes look at it. Ultimately the Release Manager makes the call on approval or rework, and all of this is documented (we use TFS and SharePoint). Formal code reviews are held by the Release Manager and the technical team he selects. The primary developer for a release candidate is held accountable for adherence to standards, functionality, and a verification of a completed test plan. If the quality standards aren't met, the deliverable is rejected and the project schedule is updated to reflect the rework.
Yes, this is all very heavy. I work in government and we have complex laws to follow, specifically in the areas of taxes, ADA compliance, and so on.
We use three basic rules
1) The developer is responsible for fixing bugs in code when unit tests don't exist. In cases where there is a test, the person breaking the test is responsible for fixing it.
2) Code reviews. There are some code review smells that are a good warning sign, over defensiveness and blame redirection being the two most common.
3) NO EMAILING CODE, JARs or config files. Everything is in the scm.
To create the culture 1st try define your standards and values and most of all make them known.
Then hire people who believe in them or who could be able to adapt to them. Don't hire someone who does not have any connection at all with your company values.
Make sure that those who respect these values and show improvements are "rewarded" and "properly" recognized and seen as models. Don't forget that for many is not all about the money.
Don't hesitate to take appropriate measures againts those who do not fulfill their responsibilities but make sure they know them. And have them accountable for their deeds.
Allow people to become used with any new responsibility.
To make change in culture is big deal. Still there are some ways to change.
Create awareness about code review and importance of code review tool. It can be done using training session.
Motivate the people : Giving some reward for the code reviews.
Change in process : Make sure that code review should be happen and properly. It can be done using checklist and part of release process.
Do not try to change completely. Slowly introduce newer changes. Create small group to observe and discuss the change in code review process.
Provide the solution instead of create problem. Process should not be overhead. It comes automatically. Provide solutions to peoples problem related to the process.