What's an insanely ballpark estimate for design & development of a big old intranet? - enterprise

I work in a big organization, spread around the world, about 17,000 people. Have to ask for money wayyyyyy in advance for projects before even really knowing what they are.
So we're redesigning an old intranet. Spending a chunk of money we have on user research and UX design phase. More on the 1.0 and piloting it and dealing with content migration and all that fun stuff.
Any ideas (insane ballpark here) about how much $ to ask for the next phase (rolling it out, more testing, actually replacing the legacy intranet)? I know details are sparse but there are some silly budget deadlines that require me to pull a figure out of thin air before I even really know what our end users want. If I don't come up with a number, we get nothing and have to hunt around in various budgets to get cash.
What would you throw out for low / medium / high numbers here? Low being open source, out of the box functionality, not insane customization, no more UX research beyond what we're already doing, and off we go. Medium being a nicer step up, and high being paying someone like Igloo $400k to use their out of the box platform, and then another bunch of custom plugin development and design work on top of that.
Right now I'm thinking 250k, 500k, 750k. Am I in the right ballpark, or am I over in some other arena that's not even in the same league and hasn't seen a baseball game in years?

As you've all but acknowledged, it's an impossible question to answer. You are constrained by an illogical system which seeks to reduce risk by increasing control in the mistaken belief that accounting for all spend in advance will increase return on investment. Your challenge is to learn how to play that system to your advantage, secure your funding and achieve the freedom to deliver your project with minimal interference.
Support
Fortunately, you are the best-placed person to do this. You have the best understanding of your organisational context and if you look at broadly similar (global, cross-functional) internal projects, you can get a good idea of how these projects are regarded and how they secure and maintain support and funding. Talk to colleagues and learn what you can. Ultimately you aren't looking for a right answer - you need to know what constitutes an acceptable answer and how to proceed when your guess proves to be "wrong".
Start looking externally to learn what you can about projects in similar organisations. Listening to others' experiences will give you a better understanding of potential risks, so dig deeper than the run-of-the-mill success stories. You might consider attending conferences, intranet-focused meetup groups and participating in online communities.
Vision
What is important is that you have a vision for your intranet project. As you go on, this vision may change. You will hear lots of assumptions about what people expect to be on the intranet. It's great to read you are conducting UX research as it's vital to understand what people actually need and use.
Needs
A guest presenter at a recent intranet event I ran showed us an intranet she'd built in-house over a five year period which was designed solely to help employees do their jobs effectively.
There were no generic calendar tools, no pages of content that no one ever looks at and no fashionable social features. Instead there was a lean, focused business tool, written in PHP, on which she'd spent GBP20,000 each year.
Equivalent value? Probably a month of Sharepoint consultancy.
It takes careful leadership and communication, but once you stop trying to deliver mediocre generic solutions based on what everything thinks "should" be on an intranet, you can ditch out-of-the-box tools and start focusing on your users' real needs.

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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 are the advantages of working on system side over application side?

i have seen people to more concerned about the type of work they do. they think system side work is better compared to application side. so i wanted to know the pros and cons of both.
please i didn't find the proper answer anywhere so i am asking here.
System Side Pros:
Get to do all of the cool things that we learned in computer science: parsing, searching, sorting, threading, date/time handling, computations.
Interface specs more limited easier to understand and wrap our brains around. Our systems talk to other systems and programmers, not those really ambiguous regular people.
Puzzle solving with well defined puzzles.
System Side Cons:
Less interaction with the real world.
Application Side Pros:
Large scale puzzle solving where the puzzles are often niether well defined nor do they have stable scopes.
Get to learn lots of business areas outside of our areas of expertise.
Get to learn how people and software interact.
Learn to abstract and model in such away that we can support an ever changing world due to regulatory changes, market changes, user desires.
Application Side Cons:
Project scopes are often not well defined.
I'm sure there is a lot more.
Better could mean "More Fun" or "Higher Status" or "Higher Pay" or "Greater Job Security" or many other things.
I have seen situations where the UI construction is outsourced while the core services are seen as mission critical and kept in house. So in that organisation it seems clear what is most valued.
As we get towards UI development the skill sets can shift a bit, the aesthetics and visual skills, concerns for usability start to be more valuable. Folks who work mostly on services and middleware may feel less comfortable in that UI space. Hence if you talk to the server-side guys they might say "More Fun here".
Maybe you could survey the job market and compare salaries of UI developers and server-side developers.
My opinion: there are fundamentally different mind-sets between working in "Application" and "Service". Some individuals feel much more at home in one or the other, and great developers in either have fulfilling careers. Some (but not all) developers seem to be able to seemlessly shift between the mind sets.
There is no universal "better" - for example if you are into UI development, sorry that's "User Experience" now isn't it? If your a UX wizard then you're really not going to enjoy working on development which focuses on things that tend to have very little to do with the front end user.
Development is a very broad church - although the majority of the core skills (fundamentally problem solving and implementing those solutions) are common the specifics vary substanially - games developers require a particular mindset that in places is substantially different to that of a developer doing line of business back office systems.
Within the same web application, front end client work in the browser can be utterly different to that required in the back end model.
Within almost every area there are going to be superstars who earn shedloads of money (this, I suspect, is the mythical "better") but most of us have to put our heads down and get on with it regardless of what area we work in.
Do what you enjoy...

How does one create an enthusiastic development team? [closed]

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If you have a room full of capable developers, what can be done to encourage those developers to become excited and enthusiastic about software and software development?
No gimmicks, but a genuine move to create an environment where people want to work in software, not just because the company is a good company to work for overall.
In my opinion, the absolute, #1, most essential thing that motivates developers to be enhusiastic about their work is a sense of ownership over their product. All the team-building excercises, reading groups, etc. are good but ultimately ineffective if the developers don't have a sense of ownership.
Here's a quick, off the cuff list of things that are important, in my mind, to ensuring this is the case:
Developers have a real and honest stake in the future design of the system. There will always be requirements that come from outside the development team, but developers should be represented when those requirements are discovered and be able to give real input into the future state of what you're working on.
Developer championed requirements or changes to your solution should be given a voice. A balance needs to be found, certainly, but all too many companies don't have proper mechanisms to allow pure development-focused requests to get through. These could be product enhancements, building up unit tests or simple refactorings, but they are essential to the quality of your product and for giving developers a stake in your project.
Developers should have contact with users. A development staff that's treated like the guys in the basement who churn out code are never going to have a very enthusastic approach to the product or developing their own skills.
Embrace new technologies, even if it's only for a PoC or prototype of what the technologies can do. No developer in the world has ever been excited about churning out boilerplate code, and they never will be.
Let development teams own their process. Development methodolgies decreed from on-high will without fail demotivate the development team, who now need to deal with the added burden of planning meetings and waterfall development. Require that a process exist, but until there's a problem, keep your hands off the specifics.
"Just the way things work" is NEVER an excuse for a broken process. If developers have a legitimate concern with a process they need to follow, they need a honest chance to argue against it. As a manager, one of the worst things you can say is "That's the way the VP / Executive / CEO / God wants it, so we need to follow it". You need to champion your developers concerns, or failing that, allow them direct interaction with the person in question. If you as a manager are viewed as a sockpuppet for the executive, good luck ever motivating a developer again.
Shield your developers from all the politics to the best of your ability. Let them what they do best, develop software. Nothing kills a productive team like having to squabble in inner-office politics.
This well-known conversation says it best:
Peter Gibbons: Bob, I have eight
different bosses right now.
Bob Slydell: I beg your pardon?
Peter Gibbons: Eight bosses.
Bob Slydell: Eight?
Peter Gibbons: Eight, Bob. So that
means that when I make a mistake, I
have eight different people coming by
to tell me about it. That's my only
real motivation is not to be hassled,
that and the fear of losing my job.
But you know, Bob, that will only make
someone work just hard enough not to
get fired.
Hire the Right People
During the interview process ask questions that let you see their passionate about the craft.
Some examples, Do they:
Read software books or blogs, listen to podcasts?
Play with new languages/libraries at home?
Contribute to open source projects?
Once you have good people stay out of their way. Have the right amount of process, don't force unnecessary standardization, listen to issues, be honest about reasons things are happening.
Read Peopleware by DeMarco and Lister.
I've yet to meet a capable developer who is not already excited about making great software. The trick is to stay out of their way and not destroy the natural enthusiasm.
The Joel Test is a good start.
what can be done to encourage those
developers to become excited and
enthusiastic about software and
software development?
Nothing.
A passion for software development comes from within, and cannot be created from zero. Feeding an existing passion is easy- resources, training, and a visible appreciation for that passion from management are all it takes.
The only exception may be to lead by example. If you're excited, others may follow.
UPDATE: As has been said in other answers, it's much better to hire well up front. I'd pass over ten good programmers who just want a paycheck for one good programmer who codes in his/her spare time for fun.
ANOTHER UPDATE: This answer has been jumping around with up/downvotes, so let me clarify. The OP's wording specifically asks how to make an existing team excited "about software development". It is my contention that if they are not already interested in their chosen professions, there is not much an employer can do to engender an interest. A disinterested, unmotivated team will make a mess of the most fascinating project. By contrast, a motivated team of professionals that like their jobs can make the best darned calculator program out there, and enjoy every minute of it.
Having an interesting, challenging and profitable problem to solve, where all developers have a stake in the results. If not, you have a room full of developers sticking around as long as the pay checks clear.
I have to agree a little bit with the comment made by Pascal, but I'm not going to start off that way.
Overall, it has been proven that one of the best ways to give developers an environment that allows them to like their work is to give them freedom. However, your looking at a different route here, you are trying to find "passionate" developers.
To be 100% honest there is not a direct connection to "capable" and "passionate". There are hundreds of developers out there that are capable of being programmers, and mighty good ones at that. But many of them do not have any desire to become passionate developers.
To create a team of passionate developers, you really have to start with the recruitment process and HIRE passionate developers, not try to "create" them.
For me, the things that keep me motivated are:
A problem/task that I find challenging, that I can learn from
A plan to implement the solution in a way I think is reasonable. Nothing is more de-motivating for me than a management team that forces technologies I don't believe in down my throat.
Other folks to discuss the possible solutions with, be they on the same team or not.
A management team that appreciates the hard work I'm putting in.
Just to be precise, is the question "I have a team of developers, and I want to make those specific developers enthusiastic about software development", or simply "I want a team of enthusiastic software developers"? In the latter case, simply don't hire people who aren't enthusiastic.
In the former case, you're pretty much screwed. It's hard to change someone's personality so much that they start to care about something they didn't really take an interest in before. Of course it can be done, but let's face it. How many here have been unable to convince their better half that programming is interesting? For that matter, how many people have failed to adopt their girlfriend's enthusiasm for shopping, or shoes? ;)
Convincing people to share your interest and enthusiasm for something is hard work.
Unless you're willing to set aside a few years of your life for getting into the head of each individual developer, getting to know them and what makes them tick, and gradually push and prod them towards taking an interest in something that they previously simply considered a job, you're probably better off letting them go and hiring people who are motivated to begin with.
Give them interesting problems.
Give them the means to solve those problems.
Minimize the amount of crap they have to deal with that isn't directly related to solving those problems.
Reward them for successfully solving those problems. Don't underestimate the value of a sincere pat on the back from the guy who signs your paychecks.
Give them a stake in the larger venture -- beyond the next paycheck.
And when they suggest a new problem they think is worth solving, listen.
I think the biggest thing is the company has to value what the developers can do for the company. If the company is run by cheapskates who just see your developers as an expense they can't wait to be rid of then you are doomed. The developers' team needs to be viewed by management as a strategic asset that makes them money now and will make them more money in the future.
Also good communication in the company is vital. The developers have to be able to find out what it is the company needs them to do. Autocratic top-down bureaucracy and mushroom management can wreck morale and make it impossible for developers to add value, regardless of what level of enthusiasm they brought to the job. The software your team builds will be only as good as the communication in the company--I think that is what Conway's Law is about.
So that is a big challenge, in many cases an impossible one, because senior management will have their own ideas about priorities and communication and good luck influencing them. But the alternative is guerrilla development, where you're fighting an endless battle against your own company.
money, money, money... and don't say that money doesn't matter if the project is exciting or boring routine.
You don't.
You either have people in the team that love learning and always want to push themselves to be better, or you don't have those people in your team. Of course reality is, you'd have a mixed bag.
Just employ people who are enthusiastic (it's easy to tell), and don't employ the ones who see programming/developing software as 'just' a job.
It's impossible IMO to turn complete non-enthusiasts into passionate programmers. There is no silver bullet.
In Weinbergesqe fashion:
You've asked the wrong question. The right question is "What are the things that managers do that dispirit developers and reduce moral?" Then don't tolerate those things in your environment.
And oh by the way, you should already know the answer to that question. If you don't find another job.
Hookers and blow?
How about giving them a financial stake in the outcome of their software project(s)? For example, corporate profit sharing.
That being said, passionate developers are the kind of people who go home and write software in their spare time.
Going to a software development conference with good, inspirational speakers can make a huge difference.
Read "Dynamics of Software Development" by Jim McCarthy. Seriously, nearly the entire book deals with this and related issues.
Although I agree that it is not easy (or even possible) to create passion about programming, I think it is possible to keep passionate developers enthusiastic about their work. Even the most passionate programmer developer can become disillusioned if placed in a stagnant work environment.
So what can be done?
Provide plenty of opportunity for personal development, give lots of freedom to learn new things. Let the developers have some choice in the courses they take, and the conferences they wish to attend.
Toys - Not in the traditional sense, but being able to use the latest technologies
Provide a nice place to work. It doesn't have to be Google, but it does have to be somewhere you would want to spend time.
Of course money helps. Not in the sense that a company can pay for enthusiastic staff, but people need to feel suitable rewarded for their efforts.
I have found working in an organisation that has embraced agile development has many of the correct qualities for building enthusiastic teams.
If they're fundamentally unenthusiastic about software development, there's nothing you can do.
If they're enthusiastic, that's great, and you need to avoid squelching that. There are some excellent recommendations elsewhere in these answers.
If they used to be enthusiastic, and have had that beaten out of them, you are likely to get good results by giving them reasonable challenges, shielding them from bad management, and in general treating them like valuable and respected people.
If you have a room full of capable developers, what can be done to encourage those developers to become excited and enthusiastic about software and software development
The correct question is actually "What can be done to encourage those developers to become excited and enthusiastic about software and software development in our company".
It's quite simple actually. The answer has never been a secret. It's just nobody listens to it.
Very simply elements:
Let those enthusiastic developers work among other passionate people. Remove those who don't care from the team. Otherwise they will act like diseased cells proliferating apathy and depression to the other team members.
Aspire to develop a quality and professional product
Establish a professional and effective process
Trust and respect people. Value their knowledge. Respect their opinions. Actually, it's part of a bigger strategy: let your developers be able to make a difference and let them see they can really influence and change things.
Let them grow professionally and let them see this growth is appreciated and needed by you
Now what doesn't help at all.
Pay them badly. Developers are also humans (for the most part) and they also have their bills to pay.
Reject their initiatives, proposals and improvement suggestions. Tell them each time they come up with something that their attempt to introduce change make them a foreign und unwelcome element in the company.
Have low quality product and have no interest to make it better. Hacks, copy/paste code, accumulating technical debts, things falling apart after each release, that does not motivate developers.
Have badly run development and chaotic process. Tasks, projects and small decisions taking a new vector every few days will finally remove desire to be involved from anybody. Failing schedules because of unpredicted work load and feature set, they all go down the road. It will suffice to run out of coffee some day for some of them to start moving elsewhere.
Have a boring and uninteresting social environment. Developers having nobody to talk to to share their interests will finally feel dull. Not everyone is interested in taxes, football and kindergarten issues as the only topics on social gatherings.
I am inclinced to say nothing like others have, and i must agree that a real passion for it is not something you can create, it either exists or it does not however there are things you can do.
Scoring high on Joel's test is a great start,
Fire all the PHBs and hire smart managers who maximise the chances that the software will actually be finished and work right.
A management team that knows computers and can hold their own in a technical conversation is a very helpful feature. Don't try to sell passionate developers on hype, tends and buzzwords.
Set clear and stable goals and communicate the goals accurately to the team or people. And then just get out the way to let developers get that done. Do not go far away from developers though, you need to tackle those issues like out of free food, purchase of fancy office equipments and other trivial things that developers do not care to do yet useful to improve productivity and add perks to developer team.
Dan Pink notes 3 things that motivate people if there is creativity required in a job. RSA Animate - Drive: The surprising truth about what motivates us is a 10 minute video about these but here are the 3 things:
Autonomy - Give the team control over the schedule and empower them to own their work.
Mastery - How well are they developing their craft of building excellent software.
Purpose - Why are they making this software? What massive benefit will it have?
A few other sources on this stuff:
Top Three Motivators For Developers (Hint: not money!)
Autonomy, mastery, purpose
Empowered Teams Are Dead – Long Live Autonomy, Mastery and Purpose
Why Open Is Better Than Proprietary?
Money vs Autonomy/Mastery/Purpose
Creating an Organization that Values Autonomy, Mastery, Purpose
The 3 Things That Motivate Us

As a programmer how much are you expected to know outside of programming? [closed]

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Closed 11 years ago.
I'm wondering what you do as a programmer that's not programming but necessary for your task (eg: local setup, server setup, deployment, etc). I'm curious to know how many non-programming related tasks people are performing.
For example, when on web development projects I often:
Install servers
Manage user right/access to servers
Perform backups
Configure IIS/Apache
Setup FTP sites
On non-web projects I often:
Write build scripts
Setup source code management tools/procedures
Probably more stuff I'm not thinking of
Some tasks are more related to programming than others (such as writing build scripts) but others fall outside of my area of expertise (domain setup comes to mind). Just interested to know how many people perform tasks in their jobs that are not programming related.
The sad reality is that non-technical people look at technical people and expect them to know everything that is technology related, not understanding that there are specializations within technology which we might know nothing about.
I often think it is very much like a doctor that specializes in a particular discipline. All doctors have a baseline of knowledge in the medical field, but will not know the specifics of other specializations (a cardiologist will not know as much about anesthesiology and vice versa).
So while I think it is unreasonable for people to expect technologists to know everything, I do think that it is reasonable for them to expect that we know something when it comes to technology.
I think a more important facet of this question is how much one is expected to know about the specific domain where they apply their skills (finance, manufacturing, etc, etc). I think that is incredibly important, as having that domain knowledge makes them much more valuable as a programmer, as they can understand the problems on a deep level, and as a result, provide more comprehensive solutions for them.
Expected? Almost nothing, but everyone's always really happy when you know more.
The more you know outside the narrow confines of programming, the more valuable you are to your employer.
Things that have come up for me:
requirements gathering
writing use cases
evaluating test plans
negotiating with vendors
tax law
revenue recognition rules
ideas about how users behave
basic economic theory
usability guidelines
differences in consumer behavior in different countries
system administration (being a full on sysadmin)
database configuration, optimization, setup (basically being a DBA)
monitoring systems
networking principles and techniques (you'd be amazed how handy a packet trace can be when debugging something...)
being able to evaluate a business plan written by someone else
image manipulation
how to diffuse a situation and avoid arguments
how to corner someone and make them to commit to something when they don't want to
how to choose battles
I think the non-programming skill I use the most in my programming job is writing. It's really crucial to be able to explain ideas, designs, algorithms, and so on, and you can never count on being around to do it in person (or having the time). I spend a good amount of time at work writing up design documents and other documentation so other engineers can get their heads around my code and algorithms. So I'm really thankful that I had good writing classes in school and can put a sentence together. :-)
Probably depends on the size of the company you work for. As someone who has worked mainly at small to medium sized businesses, I've also been responsible for:
database creation, management, and tuning
supporting the internal applications I launch
managing website certificates
setting up external hosting
and I'm sure there's more as well
Well, since a programmer's primary tool is his computer, I think it's fair to assume some expertise with it. Most of those sorts of things you've described are difficult for someone unfamiliar with computers, but pretty easy (even with little prior experience) for someone who understands the domain and knows how to find and read documentation.
In a big, well-organized business or project, I'd expect someone who was more specifically familiar with those sort of administrative things to take care of them. However, if there's not enough of them to warrant a full-time job, then I don't think it's unreasonable to have anyone competent work on it; and programmers are probably at the head of the queue in that regard.
I find the vast majority of "bugs" discovered by users are configuration problems with the systems on which the application is installed. Having developers that understand the common machine and network setup errors is very desirable.
For example if an application sends email as part of its operation its useful to have developers knowledgable in DNS and SMTP configuration.
Of course it depends on your size of business, large organisations can probably shield developers from this by using other specialists.
I realized I'm never hired for the actual job, but as a problem solver. Whether I figure out what's going on, and fix it through code, or software, or something on the network, this seems to be the main perception of what clients want.
This will vary greatly depending on where you are. I've worked with people who know none of this stuff, and people who are experts.
Knowing this will help you greatly. In general it's always better to understand the environment your code is running in. Not understanding the context leaves you somewhat helpless.
Additionally there are often bugs that are not code related but configuration related, for example a page not showing up because of the apache configuration. You're very handicapped in debugging if you don't understand the environment.
People around a work place probably expect a programmer to be their IT HelpDesk guy... it happens around here to me. argh.
Where I work, all developers are expected to be able to use Subversion and have to be able to setup and configure Apache and Tomcat on their PC.
The biggest challenge is not the technical issues associated with getting the environment up and running but the domain knowledge required to effectively develop software in a small shop. For me, I work on a lot of different projects from a variety of sources in a mostly isolated development environment. This means that I need to come up to speed on the domain of the project pretty quickly in order to be effective in developing a solution. In the past I've worked on print accounting solutions, active directory management, research survey databases, and currently a quasi-CRM solution for a charitable organization. I wish I only had to know the nuts and bolts of setting up my development and build environment.
It often depends on the size of the company. In a little company, you have to know how to do everything, including systems admin, and network admin, even if your job is focused on programming.
In a big company, you get to see a little slice of the universe, and they often don't like you peeking outside of your box. Not only do you not need to learn everything, they're often unhappy with you if you try.
However, the more you understanding about the machines, how they work, and how they function in an operational environment, the easier it is to diagnose problems and write better software. The more you understanding about the domain you're writing applications for, the better you are able to differentiate between the users needs and their desires.
One of the coolest things about being a software developer is you have a life long excuse for sticking your nose into both the technologies and the various business domains. If you've shifted around to a few different industries, you tend to become loaded down with all sorts of interesting tidbits. There is always more to learn ...
Paul.
It's good to expose yourself to other technologies, but I really think it's a bad idea for you to not fully disclose the fact that you aren't experts in those areas (esp. domain setup). I've worked with people who thought they could do it all but ended up doing those tasks so poorly that with all the time (and money) they've spent trying to get it right, a consultant would have been paid for several times over.
I've worked at a company where I was responsible for everything "related to a computer" including the domain, PCs, database, custom software, builds, MS Office, PowerPoint, Quickbooks...; a mid-size company where it was development and builds; and a large company where I focus solely on the .Net code for my project (someone else handles the database and another handles reporting).
The mid-size company has been the best experience so far (pretty new at the large company) where I was given enough responsibility to feel useful and had easy access to everyone else to ask questions about those other tasks.
You are not alone out there. The position I signed up for was "ASP.NET Web Developer"... However, my job consists of:
Windows Server Administration
Limited Linux Administration (running
top to monitor CPU utilization and changing apache configs)
LDAP Administration / Tuning
MS SQL Server 2005 Administration /
Tuning
Database Development
Crystal Reports Developer
Perl Scripts
C# Win32 Developement
C# / ASP.NET Web Developement
Managing User Access Rights for
Windows Servers
Limited Network Troubleshooting
Being in a company that is constantly striving for supreme "Operation Effectiveness" my task list only grows by the day. I did not make up that list either. All of the items mentioned above, I have either touched or supported in the past 3 years I have worked in this company.
That being said, in a good development shop, you should have one specific task. As the saying goes, Jack of all trades ... master of none.
This depends greatly on what you're programming. If you're doing low level device drivers, it's vital that you understand the underlying hardware. If you're doing a standalone Java app, the better you understand the JVM and libraries you're using, the better - but it isn't strictly necessary to know a lot.
In general, the more you understand about your system environment, the better. How much your peers and management expect you to know depends on them.
Ignorance will, eventually, be punished. If not by your peers and management, the world will do it. Check any week's headlines or RISKS digest for examples where ignorance of the system environment cause software failure.
[rant mode on]
Ha, the curse of Excel and Word.
Outside work - particularly friends and family but sometimes when consulting or delivering software too, any and all non-technical people expect you to understand these. There's that internal groan when someone asks you across to have a look at a small problem they're having with some facet of Office. And because it's a client and you want to appear helpful you agree.
There's just this blanket expectation that because you're a developer you have an innate knowledge of configuring spreadsheets, fixing Word templates, and any and all other office techie tasks, and furthermore you can cast your eye over some badly configured Office mess and instantly diagnose what the problem is.
I can only just about manage to put together a spreadsheet to schedule my reoccuring invoices and set up a Word template to write them. I regularly tell people that too - but no-one ever listens.
It depends a lot on the type of software you're currently developing
For example, when I was working on software for a local government, I had to learn things like
What are the rules for registering animals (pets). What are the types of registrations, what discounts apply, what are penalties for not registering on time
How are council rates calculated. How are rates raised yearly (actually, the algorithm for raising yearly rates and its implementation was the most complex task I met so far).
How are building permits issued. What types of inspections can be performed. Who is involved in the process of issuing a building permit (owner, builder, architect, officers etc.)
How often are water meters read. How are water meters assigned to properties, how many dials are on a water meter, how to detach a water meter from one property and to attach to a different one
What are different pension types. What are different discounts that are granted depending on a pension type.
What are different types of receipts. What different types of terminal printers (those that are used to print small receipts) exist and how to print to them.
What are properties, strata children, what are rules for dividing properties into 'parcels' ...
Well, that's just part of non-programming stuff that I learned during the 2 years on the project. The most unfortunate thing here is that now that I moved to a different company, there is very little chance that any of this knowledge I will ever use.
My job title is "Senior Software Engineer". In point of fact, for most of the past several years, I did fairly little software development, but did do a lot of:
Systems & web administration
Static web page development with HTML (I don't consider that programming, although I have done PHP, CGI, and JavaScript).
As others have said, help desk sorts of stuff, although not as much as in the past.
As a "task leader", I'm expected to have some people/management skills, although that usually devolves to writing monthly reports. I also get sucked into CMMi stuff from time to time, which in an ideal world might be somewhat relevant, but is usually just record keeping so the employer can bid on new contracts which require it.
Working in science lab, there's a need to know some of the science, especially if you want/need to work on the code doing the scientific calculations.
Working in a (U.S.) government facility, there's lots of paperwork and a need to know lots of government regulation (e.g. Freedom of Information Act)
Fortunately, I've recently made an internal transfer where I'm doing more development work and less of this other stuff!
Personally, I find that knowing more is always good, it paves the way to the next level. The hardest things in life is at the integration point. Literally. People focus a lot on specializing, but don't forget that you need people who can straddle both realms.

Quick and Dirty Usability testing tips?

What are your best usability testing tips?
I need quick & cheap.
While aimed at web design, Steve Krug's excellent "Don't Make Me Think: A Common Sense Approach To Web Usability" features (in the second edition, at least), a great chapter entitled "Usability Testing On 10 Cents A Day", which I think is applicable to a much wider range of platforms.
The chapter specifically deals with usability testing done quick and dirty, in a low-budget (no money and/or no time) environment, and illustrates some of the most important considerations for getting an initial "feel" of the thing.
Some of the points I like in particular are:
You don't need to test with a huge number of people (a sentiment also echoed by Jakob Nielsen)
A live reaction is worth a lot; if possible, make sure the developers can see the reaction (perhaps using a video camera and a TV; it doesn't need to be an expensive one)
Testing a few people early is better than a lot later
Joel Spolsky is known for advocating "hallway usability testing", where you grab a few passing users and ask them to complete some simple task. Partly inspired by the "a few users yield the bulk of the results" philosophy, it's also relatively convenient and inexpensive, and can be done every so often.
Ask someone non-techy and unfamiliar with it to use it.
The archetypal non-technical user, one's elderly and scatterbrained maiden aunt. Invoked in discussions of usability for people who are not hackers and geeks; one sees references to the “Aunt Tillie test”.
The Aunt Tilly Test (Probably needs a better name in today's day and age, but that's what it's referred to)
You have to watch people use your application. If you work in a reasonable sized company, do some 'hallway testing'. Pull someone who is walking past your door into the room and say something like, 'Could you please run the payroll on this system for the next month? It should only take two minutes'.
Hopefully they won't have any problems and it shouldn't be too much of an imposition on the people walking past. Fix up any hiccups or smooth over any processes that are unnecessarily complex and repeat. A lot.
Also, make sure you know what usability is and how to achieve it. If you haven't already, check out The Design of Everyday Things.
Some good tips here.
One mistake I made earlier on in my career was turning the usability test into a teaching exercise. I'd spend a fair amount of time explaining how to use the app rather than letting the user figure that out. It taught me a lot about whether my applications were easy or hard to use by how puzzled they got trying to use the app.
One thing I did was put together a very simple scenario of what I wanted the user to do and then let them go do it. It didn't have step-by-step instruction ("click the A button, then click the B button") but instead it said things like "create a new account" and "make a deposit". From that, the user got to 'explore' my application and I got to see how easy it was to use.
Anyhow, that was pretty cheap and quite enlightening to me.
Quick and cheap won't cut it. You have to invest in a user experience framework, starting with defining clear goals for your app or website. I know it's not what people want to hear, but after supervising and watching a lot of user testing over the years, using Nielsen's discount usability methods is just not enough in most cases. Sure, if your design really sucks and have made huge usability errors, quick and dirty will get 80% of the crud out of the system. But, if you want long-term, quality usability and user experience, you must start with a good design team. And I don't mean good graphic designers, but good Information Architects, interaction designers, XHTML/CSS coders, and even Web Analytics specialists who will make sure your site/app is measurable with clear goals and metrics. I know, it's a lot of $$$, but if you are serious with your business (as I am sure most of us are), we need to get real and invest upfront instead of trying to figure out what went wrong once the whole thing is online.
Another topic to research is Heuristics for usability. This can give you general tips to follow. Here's another use of heuristics
If you don't know where to begin, start small. Sit a friend down at your computer. Explain that you want them to accomplish a task using software, and watch everything they do.
It helps to remain silent while they are actually working. Write everything down. "John spent 15 seconds looking at the screen before acting. He moused over the top nav to see if it contained popup menus. He first clicked "About Us" even though it wasn't central to his task." Etc.
Then use the knowledge you gain from this to help you design more elaborate tests. Tests with different users from different knowledge realms. More elaborate tasks and more of them.
Film them. A web-cam mounted on the monitor is a good way to capture where their eyes are moving. A video recorder coming over their shoulder at 45 degrees is a good way to capture an overview. Bonus points if you can time-sync the two. Don't worry if you can't do it all. Do what you can do.
Don't plan your test as if it's the last one you'll ever need and you want to get it perfect. There is no perfect. The only thing approaching perfection is many iteration and much repetition. You can only approach 100% confidence as the number of tests approaches the number of actual users of your software. Usually nobody even gets close to this number, but everybody should be trying to.
And don't forget to re-test people after you incorporated the improvement you saw were needed. Same people, different people, either is ok.
Do what you can do. Don't lament what you can't do. Only lament what you could have tested but didn't.
I am answering very late but I was thinking about asking a similar questions about some ideas. Maybe it is better to keep everything in this question.
I would say that:
Do not teach people about your app. Let them have fresh eyes.
Ask them to make some tasks and record their actions with a tool like camstudio http://camstudio.org/
After the test, ask them to answer so simple questions. Here is my list:
What was your first feeling when you accessed the app?
Can you define the key concepts that are used by the app?
What are the top-3 positive things about the application?
What are the top-3 negative things about the application?
What do you think about these ideas?