How to find (and keep) a tester who is developer - testing

I work for a software vendor whose market is developer tools and we have been looking for a QA person for our products.
Since we are a small shop the position will be a combination of Support and QA however since we make developer tools, our support consists in large part of actual development (in that the person must read and understand our customers code and find and point out bugs in it).
The QA portion will also consist of writing applications (in a variety of platforms and languages) and testing how they work with our tools.
The main issue I am running into is when you tell someone with development experience that the position contains "QA" it its title (or even in the job description) they shy away from considering the job.
I'm very interested in feedback and suggestions for how I can find a good person to fill this job and ensure that they are happy doing it. Any ideas?

Money and responsibility.
The reason I shy away from these types of jobs is they dont tend to hold my interest long enough. Having real development tasks should keep you out of that category. The other problem is the salary is usually significantly lower with that in the title.

I am a developer, but spent time working as a QA person (test writing, automation, tool writing/coding). I saw it as something I was doing on the side, and would eventually move out of.
The main reason I wanted out was that it simply was not the career I wanted. No amount of money/responsibility would change that. However I think respect has something to do with it as well. A lot of QA work is simply unappreciated, so that is something that would need to be clearly explained as "not how things work at your company."
I would find someone who wants a QA position, but has strong developement/coding/problem solving skills. They could fill in doing the tool creation or other small coding tasks, but it would be on the side. Sort of a reverse of my feelings above.

I think the ideal combination of jobs is product manager + QA. What I mean by product manager is someone who writes requirements documents and is responsible for making sure the product meets the requirements. This person would be a peer of the lead developer, not a superior. A person who is a developer but likes management and wants to take that career path might be very interested in that combination of roles.

To start with you can just take "QA" out of the title and description if that seems to be 'hot button' that is keeping candidates from looking at the position seriously.
From your description, your position doesn't have much in common with a traditional 'tester' role - the work is mostly writing and thinking about code, not banging on someone else's code and trying to break it. Think of it as a fairly eclectic, tools-oriented development position, and try to advertise and staff it accordingly. (And expect to pay accordingly as well - you get what you pay for.) There are quite a few developers out there who have good skills, but maybe a little shorter attention span than others, and who would prefer to work on a succession of mini projects rather than a longer-lasting piece of a bigger project.

You may just want to keep "QA" out of the title, and call the position "Developer Support" or something like that. Don't mislead any candidates about the duties of the role, but you can cast it more as a "You will be responsible for building the releases and ensuring they are ready to ship to customers."
Also make sure that there is a career path that leads into more development, not more QA, if that's what the candidate wants.
Finally, make sure that the other developers treat this person as a fellow developer, and not as somebody outside the team.
It's sad that "QA" has some stigma attached to it among developers, but it does.

I was a programmer working as a tester for a little time. If I may, the answer is quite simple: let them do whatever they want.
If you give them free reign, I can guarantee that your software will be tested in ways you never imagined.
If, on the other hand, you try to control such a person, then they will grow to despise you. This is inevitable.
The benefits outweight the costs. If you're a large corp then this decision is easy. Just hire software developers and tell them to "go to town" on your product. You'll love the results.

Money and responsibility are key, as Adam and Chops point out. Quality engineers should be on the same pay scale as the developers. Interesting work is also an important factor. The role sounds like a nice variety of tasks.
At my company, developers are often loaned to the test team between projects or when test team is swamped. Some have a knack, others don't. Still, most developers would rather test their own code than find bugs in others' work. The test managers actively woo developers with strong testing skills. I resisted switching to the test team for seven years. A promotion, a 20% raise and a promise that my role was primarily trouble-shooting, management and planning finally convinced me to switch. I do more hands on testing than I thought I would, but I get the challenging work too.
Pay comparable to development. Be truthful; disclose actual expectations of the role. Change the title to Software Quality Engineer.

I agree with Adam, money and responsibility are key. I would suggest that, if you're within a small company, that your QA team is small/non-existent. That probably means there's good opportunity for someone to come in and make a genuine effort to contribute and shape your companies QA policy, procedure and workflow.
Our company had a similar issue with QA, and we're still not there 100% with it. But giving the QA person the power to dictate policy and procedure, and participate in all aspects of product development so as to keep them in the loop has worked well for us. This means, when it comes to QA and testing, we've got someone who understands the product, knows it inside and out, has been heavily involved from the start, and has heavily shaped the procedures they themselves, and the development team, will follow. Responsibility is key.

Most developers are neither good testers nor do they enjoy testing, and you want someone who is both. Be honest in your job ad that the position is NOT a stepping stone to a developer position and you will have fewer applicants but a better chance of keeping who you do hire. QA typically has lousy pay, so if you are willing to pay better, you should be able to find someone. You won't keep them if you hire someone who wants to write code all day, regardless of how much you pay them.

I think you have a toughie here:
The cost of a full time developer for doing the job you require would be too high.
Most dev's (including myself) would get incredibly fed up, very quickly. Most dev's passion is coding, they want to do it as much as possible. Where TBH, from what you have said, it may be very little in the job role you have.
I would say perhaps look for a Junior, someone fresh with little experience. They will probably mould better to your testing/QA process, and it gives them a chance to start looking at production code, with perhaps opportunity to work with it.
Unless you are lucky, I would not expect a "developer" to stay for long, so either expect a bit of turnover, or possibly expand to a full dev role if required, and get a cheaper sole tester in.
I know you are a small shop, so finances may be a large part to play, but I would say you need to weigh up the possibility of getting a dev in and fixing the problems you have if they occur that often. Testers are cheap by comparison. May be best to get a tester in, find all the issues, then get a contractor/part time dev in to fix issues.

Dude, A certain company I work for has found the solution to your problems. Hire QE not QA. QA (Quality Assurance) does have a stigma to it. The job title itself implies boring rote tasks to most developers. QE (Quality Engineering) sounds just as bad, but doesn't scare off nearly as many people.
If all else fails just hire a developer. I mean seriously, you want someone who can write code, so hire someone who has training in that. The thing is, you need to look at your applicants and talk to them. You are looking for someone who knows how QE works and you want to hire a developer that works in the language your program uses not what it's written in.

The most common title for this posotion is "Software Developer in Test".
But I think another trouble is much more important - its hard to prevent a person with good testing and dev knowledge from migrating to Dev team

Related

How do I systematically test and think like a real tester

My friend asked me this question today. How to test a vending machine and tell me its test cases. I am able to give some test cases but those are some random thoughts. I want to know how to systematically test a product or a piece of software. There are lots of tests like unit testing, functional testing, integration testing, stress testing etc. But I would like to know how do I systematically test and think like a real tester ? Can someone please explain me how all these testings can be differentiated and which one can be applied in a real scenario. For example Test a file system.
Even long-time, well respected, professional testers will tell you: It is an art more than a science.
My trick to designing new test cases starts with the various types of tests you mention, and it must include all those to be thorough, but I try to find a list of all the ways I can interact with the code/product.
For the vending machine example, there are tons of parts, inside and out.
Simple testing, as the product is designed to work, gives plenty of cases
Does it give the correct change
How fast can it process the request
What if an item is out of stock
What if it is overfilled
What if the change drawer is full
What if the items are too big, or badly racked
What if the user puts in too little money
What if it is out of change
Then there are the interesting cases, which normal users wouldn't think about.
What if you try to tip it over
Give it a fake coin
Steal from it
Put a coin in with a string
Give it funny amounts of change
Give it half-ripped bills
Pry it open with a crow-bar
Feed it bad power/brownout
Turn it off in the middle of various operations
The way to think like a tester is figure out every possible way you can attack it, from all the "funny cases" in usual scenarios, to all the methods that are completely outside of how it should be used. Any point of input, including ones you might think the developers/owners have control over, are fair game.
You can also use many automated test tools, such as pairwise test selection, model-based test toolkits, or for software, various stress/load and security tools.
I feel like this answer was a good start, but I now realize it was only half of the story.
Coming up with every single way you can possibly test the system is important. You need to learn to stretch the limits of your imagination, your problem decomposition skills, your understanding of chains of functionality/failure, and your domain knowledge about the thing you are testing. This is the point I was attempting to make above. With the right mindset, and with enough vigilance, these skills will start to improve very quickly - within a year, or within a few years (depending on the complexity of the domain).
The second level of becoming a very competent tester is to determine which tests you should care about. You will always be able to break every system, in a ton of different ways. Whether those failures are important or not is a more interesting question, and is often much more difficult to answer. The benefit to answering this question, though, is two-fold.
First, if you know why it is important to fix pieces of the system that break (or to skip fixing them!), then you can understand where you should focus your efforts. You know what you can afford to spend less time testing, and what you must spend more time on.
Second, and more importantly, you will help your team expose where they should be focusing their efforts. You will start to uncover things that are called "second-order unknowns". Your team doesn't know what it doesn't know.
The primary trick that helps you accomplish this is to always ask "why?", until whoever you are asking is stumped.
An example:
Q: Why this test?
A: Because I want to exercise all functionality in the system.
Q: Why does this system function this way?
A: Because of the decisions that the programmer made, based on the product specifications.
Q: Why did our product specifications ask for this?
A: Because the company that we are writing the software for had a requirement that the software works this way.
Q: Why did that company we are contracting for add that as a requirement?
A: Because their users need to do :thing:
Q: Why do the users need to do :thing:?
A: Because they are trying to accomplish :xyz:
Q: Why do they need to accomplish :xyz:
A: Because they save money by doing :abc:
Q: Why did they choose :xyz: to solve :abc:?
A: ... good question.
Q: What could they do instead?
A: ... now that I think about it, there's a ton of options! Maybe one of them works better?
With practice, you will start knowing which specific "why" questions to ask, and which to focus on. You will also learn to start deeper down the chain, and be less mechanical in your approach.
This is no longer just about ensuring that the product matches the specifications that the dev, pm, customer, or end user provided. It also helps determine if the solution you are providing is the highest quality solution that your team could provide.
A hidden requirement of this is that you must learn that half your job as a tester is to ask questions all the time. You might think that your team mates will be annoyed at this, but hopefully I've shown that it is both crucial to your development, and the quality of the product you are testing. Smart and curious teammates who care about the product (who aren't busy and frustrated) will love your questions.
#brett :
Suppose you have the system with you, which you want to test. Now the main thing that comes into picture is make sure you have the test scenario or test plan. Once you have that, then for you it becomes very much clear about how and what to test about the system.
Once you have test plan then your vision becomes clear regarding what all is expected and what all is something unexpected. For unexpected behavior you can recheck once and file an issue, if you think that that is not correct. I had given you answer in a general case. if you have a real world scrnario, then it may be really helpful to provide guidelines on that.

Single developer-to-do-all SDLC activities -- How should I proceed further?

Working at client (non-IT) place as a .net programmer (alone) and asked to develope a windows application. No project manager, no SRS, no technical people to lead..., etc.
Directly getting requirement from customer on-their-need basis. It keep changes and has lot of ambguity. As the client is not understaning need of freezing requirement, it becomes huge headache to deal with. Has to do self document of requirement, coding, testing, bug-fixing and delivering build, educating users for application use by myself only. Reporing to a Boss, who is non-technical guy and always not understanding these problems.
Now it becomes, single developer-to-do-all SDLC activities. How should I proceed with this work environment?
Start by making demands on your environment, and on what is asked of you:
Demand that requirements and deadlines are fixed and agreed upon, in writing, before you write a single line of code.
Demand that you are given enough time for testing and bugfixing in the development cycle.
Demand that you are given time to setup source control, automatic builds etc (whatever you feel like you need for your development environment to promote effective work).
Demand that you are given time to write documentation, so that you can spend more time writing code and less time doing application demos.
Continue with backing it up:
Document and show your boss some statistics on how you use your time. If it turns out you use much less on actually writing code, maybe he'll consider giving some of the less programming-related tasks to some other member of the department.
And finally, remember that this this is not the only company in the world:
Robert L. Lead has a very good point in his How to be a Programmer: A Short, Comprehensive and Personal Summary: under Recognizing when to go home, he simply states:
Quit if you have to.
This might not be a very compelling option, but should it come to it, leave the company for the greener grass on the other side. Even telling your boss you're ready to quit if your working conditions don't improve might help you actually get what you want. I doubt that your company want to be left with a software product that suddenly can't be supported or updated, because their only developer quit.
Count your blessings, I'd say. Usually all the people standing between the developers and the users are just getting in the way of making successful software.
I think it is a good idea to adopt some agile tooling to organize yourself, like a scrum whiteboard, and by defining sprint periods/iterations. That will allow to manage your boss's and users' expectations, and still give them control over what should get priority. Don't forget to schedule for SDLC tasks, so you can make them visible to your boss. You should feel free to consider agile tooling as a supermarket: take what you think is useful and keep the rest in mind for later consideration.
As far as requirements documentation is concerned, I'd keep it very high level. I would not mind skipping it altogether but I can imagine that it feels sloppy, and it is perhaps also a way to document your achievements.
A combination of educating both your customer and boss; and an agile approach could be helpful here. It depends on how this project is billed to the customer.
If the customer is getting a fixed price deal, yet is allowed to change the specs, then educate your boss (or whoever is accountable for the financial results of the project) about the implications of this project. It means that the customer gets to ask for whatever they want, without needing to pay more. If the project isn't time boxed, your boss is giving away unlimited developer time at a fixed price. Make that clear. If the project is time boxed, explain that changing means redoing and that there's only so much redoing before you run out of time. If he doesn't see this is a problem, document your time use.
It's the equivalent of going to a car-repair shop, agreeing a price and then pushing the mechanic to not only fix your airconditioning (the original scope), but also replace your oil, uprate your suspension and do a full engine overhaul. In the long run, expect the customer to be demanding that the car flies, solve world hunger and bring world peace.
If you're on a billable hours project, then you're in more trouble. Your boss may not have any incentive for the customer to make reasonable demands, he may just care about you being effectively contracted out to a customer and bringing in revenue. In that case take charge of the project by agreeing an agile methodology with the customer, so you can at least deliver something that will address some customer needs. Feel free to take charge, it seems you're the de-facto manager - just make sure you understand what the terms of the contract for this project and work within those boundaries. If the contract is a bad deal, alert your boss, but your company will need to ride it out or renegotiate.
Work in two week sprints, and show to both your boss and client the ratio of functionality/features delivered vs. overhead (rework) vs other work (training,...). It may become clear quite quickly that your project is under resourced, or the demands to high for the price agreed. Track in spreadsheet, or use a lightweight agile project management tool something like TargetProcess
If the customer is unworkable and your boss only sees you at somebody to pimp out, reconsider if you want to work in such a place and if there is any particular reason why you're spending your professional time at your current company over another company.
Keep in mind that you could be in a reasonably strong position to push for some change to improve the situation. If you're the only developer in a non-IT shop, and you quit, your company will struggle to fulfill its obligations to its customer - your boss, lest he's a halfwit, will be mindful of that. Of course, threating to quit, is the nuclear option, don't play that card lightly.
What I usually do in such situations — and these situations I come across much more than I'd like — is to demand a certain minimum. You can only demand something if you have something you can use to pressure your "Boss". In a single-developer-does-all-and-can-do-all situation, your means of pressure is yourself.
There are some countries in the world where employees are badly protected and you have to be careful. For any other country, this almost becomes a no-brainer: simply demand minimum working conditions.
This means: you make a short-list of things you need. Keep it simple. Keep it — almost — free. Don't come with all kinds of procedures. Use a simple bug-tracking system you can also use for planning, report, feature-tracking and new-development (Jira comes to mind). Both your Boss and your Client should be taught to use it. For yourself you probably want to add source control if you don't have it already.
Now comes the tricky part: for a short while, become very strict. Use the comment threads of your tracking system for communication. Your client will continue to call you or e-mail you. Let him. But copy everything to the comment threads and write your answer there. Send the guy a link to the thread as an answer.
You Boss may not like this because he things it will slow things down. Tell him it will become clearer what can and will be done. It will also become clearer where his money (i.e.: your time) went. Tell him that you want to keep an overview yourself, but that it's good for him too. If he's not convinced, tell him to give me a call and then propose to him to do it 100% your way for two months. He'll make it one month and then you have a deal.
It's a tough game out there. But it's doable. Propose a few simple steps towards bettering your environment, communication and tracking. If he refuses, you refuse to do anything more and he'll be stuck with an even worse situation.

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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

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.

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?