A week or two ago, I read Stephen Walther’s blog post “Scrum in 5 Minutes” and reading his description of the backlog reminded me of a practice that I’ve been getting a lot of mileage out of lately. My practice, inspired by Kent Beck in his book Test Driven Development By Example, is to keep a simple To-Do list of small development tasks as I work.
The parallels here are rather striking if you omit the portions of Scrum that have to do with collaboration and those types of logistics. When starting on a task, I think of the first few things that I’ll need to do and those go on the list. I prioritize them by putting the most important (usually the ones that will block progress on anything else) at the top, but I don’t really spend a lot of time on this, opting to revise or refine it if and when I need to. Any new item on the list is yellow and when done, I turn it green.
There are no intermediate states and there is no going back. If I have something like “create mortgage calculator class” and I turn it green when I’m happy with the class, I don’t later turn that back yellow or some other color if the mortgage calculator needs to change. This instead becomes a new task. Generally speaking, I try to limit the number of yellow tasks I have (in kind of a nod to Kanban’s WIP limits), though I don’t have a hard-fast rule for this. I just find that my focus gets cluttered when there are too many outstanding tasks.
If I find that a yellow item is taking me a long time, I will delete that item and replace it with several components of it. The aim is always to have my list be a series of tasks that take 5-15 minutes to complete (though they can be less). Items are added both methodically to complete the task and as reminders of things that occur to me when I’m doing something else. For example, if I fire up the application to verify a piece of integration that involves a series of steps and I notice that a button is the wrong color, I won’t drop everything and sidetrack myself by changing the button. I’ll add it to my queue; I don’t want to worry about this now, but I don’t want to forget about it.
I never actually decided on any of these ‘rules’. They all kind of evolved through some evolutionary process algorithm where I kept practices that seemed to help me and dropped ones that didn’t. There will probably be more refinement, but this process is really helping me.
So, What Are the Benefits
Here is a list of benefits that I see, in no particular order:
Forces you to break problem into manageable pieces (which usually simplifies it for you).
Helps prevent inadvertent procrastination because task seems daunting.
Encourages productivity with fast feedback and “wins”.
Prevents you from forgetting things.
Extrapolated estimation is easier since you’re tracking your work at a more granular level.
Helps you explain sources of complexity later if someone needs to know why you were delayed.
Mitigates interruptions (not as much “alright, what on Earth was I doing?”)
Your mileage may vary here, and you might have a better process for all I know (and if you do, please share it!). But I’ve found this to be helpful enough to me that I thought I’d throw it out there in case it helped anyone else too.
Many moons ago in my first role as a developer, I had very little real work to do for the first month or so on the job, so I occupied myself with poking around the company intranet, jotting down acronyms, figuring out who was responsible for what, and documenting all of this in spreadsheets and word documents. After a while, I setup a mediawiki installation and started making actual wiki pages out of all of these thoughts. Some time (and employers) after that, this practice caught on an bit and I found myself in a position where others started using and at least getting some value out of the wikis.
For the last couple of years now, I’ve also been blogging, and before that I was in a grad program where I wrote term papers, research papers, etc. Both of these activities are a bit more focused than knowledge dumps on a wiki, but they are also forms of chronicling my experiences. So, long story short, for the entirety of my career, I’ve been heavily documenting pretty much everything I do.
When I moved into my house, I found a bunch of memorabilia and personal keepsakes stuffed in the attic. In an attempt to figure out who they belonged to, I read through some journals that were there and found that they consisted of incredibly mundane chronicling of days – what the weather was like, time awake and asleep, grocery trips, etc. It is my hope that my own chronicling of my developer life is not quite as banal as this, but even if it is, c’est la vie I suppose. And who knows, perhaps the author of those journals needed this information for some purpose I couldn’t discern (tracking a medical condition, staying organized and focused, etc).
In honor of this mystery person in my attic and my own natural tendency over the course of time toward more and more documentation, I’ve decided to start my own “developer” journal and I’ve logged my first entries this week. The journal is just a Word document at the moment, so I’m getting back to basics from my previous ascent through Excel, Mediawiki and WordPress, but I think this is good. All of those recording forms have a tendency toward hierarchical or formal organization that I don’t really want here. This is like me jotting notes during meetings in a notebook, but with less “action item: give Bill the TPS reports” and more “I just spent an hour trying to figure out why my CSS file was triggering an error and it turned out to be unrelated problem X in reality”.
Here’s what I do so far. I spend a sentence or two describing what I worked on during various time windows throughout the day or if I switch tasks. Given that I do work where clients are billed for my time, it makes a lot of sense to document that for later when I’m filling out more formal accountings of my work (though I mainly use Grindstone for this because of its precision and UI, it’s also kind of nice to have it “backed up” in narrative form for context).
In addition to that bit of context, I make notes any time someone helps me with something, introduces me to something new, etc. After all, there’s nothing worse than when you ask someone how to do X, get distracted for a few minutes, go to do X, and realize you need to ask again. I try to avoid looking like an idiot whenever possible, even if it isn’t always easy. So assists, notes, code review suggestions, etc go in here too.
And finally, I have two other things that I do. In green italics, I insert “lessons learned”. This is something like “Lesson Learned: if you compile a WPF project in VS 2010 with a XAML file focused in the XAML editor, you’ll sometimes get spurious compiler errors.” So, this is a more crystallized form of notes in that it focuses on things that I’ll probably want to remember later. The other thing is concerns/observations/suggestions, and that gets orange italics. This is things like “I see a lot of duplication here in this code and that’s a code smell, but I don’t yet have enough context to speak authoritatively.” The orange will function as a way for me to keep track of things that I think could be improved (previously, I’ve always kept a spreadsheet somewhere called “suggested refactorings” or something like that. I color code these things because I feel like at some point later I may want to assemble them into a list.
So here’s my thinking with this. I like to write and document, as should be obvious from my blogging and other documenting activities. But, there’s a clear difference between putting together nice, composed presentations/posts/essays and simply recording every thought that makes its way into your brain. The developer journal is a way to get the best of both worlds. I can jot stuff down that I’m not sure but I think might be important or that I might want to remember later, but without boring people in a wiki/blog/etc if it turns out not to matter. I guess you could say I’m keeping the journal so that I can remember more of what I think while also applying a better filter.
Does anyone else do anything like this? If not (or if so), does this seem like a good idea, or does this just seem neurotic and weird? Would you do something like this? Please feel free to weigh in below in the comments.
When I was in college in the late 90’s, we didn’t use source control. The concept existed but wasn’t pervasive in my environment. (Or, if it was, I have no recollection of using it). And, why use it? We were working projects lasting less than a semester (usually far less) and in teams of 3 or fewer for the most part. We also generally telnet-ed into servers and stored most of our source there since most students had windows machines and most of our assignments required *NIX, meaning that the “backup/persistence” component of source control was already taken care of for us. In other words, we were young and carefree.
After I left college and started working, the need for source control was explained to me and I was introduced to Visual Source Safe, a product so bad that even the company that made it didn’t use it for source control. Still, it was better than no source control. If I messed things up badly I could always go back to a sane starting point and life would be good. This was no perfect solution, but I began to see the benefits of backed up work and concurrent edit management in a way that I never had in school. I was moving up in the world and making some mistakes, but the good, honest kind that spurred maturity and growth.
As the 2000’s and my development projects went on, I was exposed to CVS and then SVN. This was a golden age of tooling for me. I could merge files and create branches. Rolling back to previous versions of software was possible as was switching to some speculative sandbox. It was easier to lead projects and/or scale them up to more developers. It even became possible to ‘rescue’ and improve old legacy projects by adding this kind of tooling. The source control schemes didn’t just become part of my subconscious — they were a pleasure to use. The sky was the limit and I felt that my potential was boundless. People expected big things from me and I was not letting them down as my career progressed from junior developer to seasoned programmer to leader.
The Gathering Storm
But storm clouds were gathering on the horizon, even if I didn’t realize it yet. In just a matter of a few short years following my promising career start, everything would change. My coding style grew sloppy and haphazard. The experimentation and tinkering that had previously defined me went by the wayside. My view on programming and software in general went from enthusiastic to apathetic to downright nihilistic. So I became lazy and negatively superstitious. I had fallen in with the wrong crowd; I had started using Rational Clear Case.
It started harmlessly enough. I was introduced to the tool on a long term project and I remember thinking “wow, cool – this separates backup from change merging”, and that was the sweet side it showed to sucker me in. But, I didn’t see it that way at the time with my unbridled optimism and sunny outlook on life. The first warning sign should have been how incredibly complicated it was to set up and how difficult it was to use, but I just wanted to fit in and not seem stupid and lame, so I ignored it.
The first thing to suffer was good coding practice. With Rational Clear Case, it isn’t cool to do things like add files to source control or rename existing files. That’s for nerds and squares. With Clear Case, you add classes to existing files and keep filenames long after they make sense. If you don’t, it doesn’t go well for you. So, my class sizes tended to grow and my names tended to rot as the code changed. Correctness, brevity and the single responsibility principle weren’t worth looking dumb in front of Clear Case, and besides, if you cross it, it gets really angry and stops working for hours or even days. Even formatting and boy-scout changes weren’t worth it because of the extreme verbosity in the version tree and spurious merge conflicts that might result. Better to touch as little code as humanly possible.
The next thing to go was my interest in playing with code and experimenting. VPN connection to Clear Case was impossibly slow, so the days of logging in from home at oddball hours to implement a solution that popped into my head were over. Clear Case would also get extremely angry if I tried to sandbox a solution in another directory, using its View.dat file to create all kinds of havoc. But it was fine, I told myself — working after hours and learning through experimentation aren’t things that cool kids do.
And, where I previously thought that the world was a basically good place, filled with tools that work dependably and helpfully, Clear Case soon showed me how wrong I was. It exposed me to a world where checkins randomly failed and even crashed the machine – a world where something called the ALBD License server having a problem could make it so that you didn’t have to (in fact couldn’t) write code for a day or two. My eyes were opened to a world where nothing can be trusted and no one even knows what’s real and what isn’t. I came to question the very purpose of doing work in the first place, since files sometimes just disappear. The only thing that made sense was to do the bare minimum to get by, and maybe not even that. Clear Case never tried to drown me in stupid, idealistic fantasies like source control that works and tools that don’t radically hamper your productivity — it was the only thing in my life that told me the truth.
Or, so I thought.
Redemption
As it turned out, I had strayed — been led astray — from the path of good software development, and my closest friends and family finally staged an intervention with me to show me the kind of programmer that Clear Case was turning me into. I denied and fought against it at first, but realized that they were right. I was on the path to being a Net Negative Producing Programmer (NNPP) or washing out of the industry altogether.
At first I thought that I’d have a gradual break with Clear Case, but I soon realized that would be impossible. I had to cut all ties with it and begin a new life, re-focused on my developer dreams and being a productive member of that community. While it seemed hard at first, I’ve never looked back. And while I’ll never regain my pre-Clear-Case innocence and youthful exuberance, my life is back on track. I am once again productive, optimistic, and happy.
What’s Wrong With You, Erik?
Okay, so that may have been a little After School Special-ish. And, nobody actually had an intervention with me; I actually just worked on projects where I used different source control. And I never actually stopped working at night, factoring my classes, giving good names, etc. So why did I write all of this?
Because Clear Case made me want to stop doing all of those things. It made many, many good practices painful to do while creating a path of least resistance right through a number of terrible practices. It encouraged sloppiness and laziness while discouraging productivity and creativity, and that’s a problem.
This blog isn’t about product reviews and gripes of this nature, so it isn’t specifically my intention to dump on Clear Case (though if ever a tool deserved it…). Rather, the point here is that it’s important to evaluate the tooling that you’re using to do your work. Don’t just get used to whatever is thrown at you – constantly evaluate it to see if it meets your needs and continues to do so as time goes on. There is something to be said for familiarity with and mastery of a tool making you productive, but if you’ve mastered a crappy tool, you’re probably at a local maximum and you need to go exploring outside of your comfort zone.
Subtle Signs That You’re Using Bad Tooling
I’m going to phrase this in the negative, since I think most people have a pretty reasonable concept of good tooling. That is, if something makes you much more productive/happy/etc, you’re going to notice, so this is really about the difference between adequate tooling and bad tooling. Most people recognize bad tooling when it simply doesn’t work, crashes a lot, etc, but many will struggle to recognize it when it kinda works, you know, most of the time, sorta. So here are subtle signs that your tool is bad.
You design process kludges around it (e.g. well, our IDE won’t color code methods, so we name them all Methodxxxxx()).
You personify/anthropomorphize it in a negative way (e.g. Clear Case doesn’t like it when you try to rename a file).
You’ll cut out ten minutes early at the end of the day specifically to avoid having to use it.
You google for help on it and *crickets*.
Developers on your team re-implement components of it rather than using it.
You make excuses when explaining your usage of it.
Bringing a new user up to speed on your process with it takes a long time and causes them to look at you disbelievingly or sadly.
People don’t use it unless forced or people attempt to use other tools instead.
You google the product and find more angry rants or posts like this one than helpful sites and blog how-tos.
People on your team spend time solving the tool instead of using the tool to solve business problems.
You think about it a lot when you’re using it.
So When is Tooling Good?
Apart from the obvious shouting for joy when using it and whatnot, there is a subtlety to this as well, but I think it’s mainly tied to item (11). A good tool is one that you don’t think about when using. For instance, I love Notepad++. I use it daily and quite probably hourly for a wide variety of tasks since it is my goto text editor. But the only time I ever really think about it is when I’m on a machine where it isn’t installed, and I get stuck with the regular Notepad when opening a text file. Notepad++ and its use are so second nature to me that I hardly ever think about it (with the obvious exception of when I might want to learn more about it or explore features).
If you take this advice to heart and want to constantly reassess your tooling, I’d say the single best measure is to see how frequently or infrequently you notice the tool. All of the other symptom of a bad tool bullet points are certainly relevant, but most of them are really fruit of the tree of (11). If you’re creating kludges for, making excuses about, googling or personifying a tool, the common thread is that you’re thinking about it. If, on the other hand, the tool kind of fades into the background of your daily life and allows (and helps) you to focus on other problems, it is helping you, and it is a good tool.
So don’t let Clear Case or anything else steal your innocence or ruin your life; don’t tolerate a tool that constantly forces you to think about it as you battle it. Life is too short.
By the way, if you liked this post and you're new here, check out this page as a good place to start for more content that you might enjoy.
Given that I’ve just changed jobs, it isn’t entirely surprising that I’ve had a lot of conversations recently about why I decided to do so. Generally when someone leaves a job, coworkers, managers, HR personnel, friends, and family are all interested in knowing why. Personally, I tend to give unsatisfying answers to this question, such as, “I wanted a better opportunity for career advancement,” or, “I just thought it was time for a change.” This is the corporate equivalent of “it’s not you–it’s me.” When I give this sort of answer, I’m not being diplomatic or evasive. I give the answer because I don’t really know, exactly.
Don’t get me wrong. There are always organizational gripes or annoyances anywhere you go (or depart from), and it’s always possible that someone will come along and say, “How would you like to make twice as much money doing the coolest work imaginable while working from home in your pajamas?” or that your current employer will say, “We’re going to halve your pay, force you to do horrible grunt work, and send you to Antarctica to do it.” It is certainly possible that I could have a specific reason for leaving, but that seems more the exception than the rule.
As a general practice, I like to examine my own motivations for things that I do. I think this is a good check to make sure that I’m being rational rather than impulsive or childish. So I applied this practice to my decision to move on and the result is the following post. Please note that this is a foreword explaining what got me thinking along these lines, and I generalized my opinion on my situation to the larger pool of software developers. That is, I’m not intending to say, “I’m the best and here’s how someone can keep me.” I consider my own programming talent level irrelevant to the post and prefer to think of myself as a competent and productive developer, distinguished by enthusiasm for learning and pride in my work. I don’t view myself as a “rock star,” and I generally view such prima donna self-evaluation to be counterproductive and silly.
What Others Think
Some of my favorite blog posts that I’ve read in the last several years focus on the subject of developer turnover, and I think that these provide an excellent backdrop for this subject. The oldest one that I’ll list, by Bruce Webster, is called “The Wetware Crisis: the Dead Sea Effect,” and it coins an excellent term for a phenomenon with which we’re all probably vaguely aware on either a conscious or subconscious level. The “Dead Sea Effect” is a description of some organizations’ tendency to be so focused on retention that they inadvertently retain mediocre talent while driving better talent away:
…what happens is that the more talented and effective IT engineers are the ones most likely to leave — to evaporate, if you will. They are the ones least likely to put up with the frequent stupidities and workplace problems that plague large organizations; they are also the ones most likely to have other opportunities that they can readily move to.
What tends to remain behind is the ‘residue’ — the least talented and effective IT engineers. They tend to be grateful they have a job and make fewer demands on management; even if they find the workplace unpleasant, they are the least likely to be able to find a job elsewhere. They tend to entrench themselves, becoming maintenance experts on critical systems, assuming responsibilities that no one else wants so that the organization can’t afford to let them go.
Bruce describes a paradigm in which the reason for talented people leaving will frequently be that they are tired of less talented people in positions of relative (and by default) authority telling them to do things–things that are “frequent stupidities.” There is an actual inversion of the pecking order found in meritocracies, and this leads to a dysfunctional situation that the talented either avoid or else look to escape as quickly as possible.
Bruce’s post was largely an organizational perspective; he talked about why a lot of organizations wind up with an entrenched group of mediocre senior developers, principals, and managers without touching much on the motivation for the talented to leave beyond the “frequent stupidities” comment. Alex Papadimoulis from the Daily WTF elaborates on the motivation of the talented to leave:
In virtually every job, there is a peak in the overall value (the ratio of productivity to cost) that an employee brings to his company. I call this the Value Apex.
On the first minute of the first day, an employee’s value is effectively zero. As that employee becomes acquainted with his new environment and begins to apply his skills and past experiences, his value quickly grows. This growth continues exponentially while the employee masters the business domain and shares his ideas with coworkers and management.
However, once an employee shares all of his external knowledge, learns all that there is to know about the business, and applies all of his past experiences, the growth stops. That employee, in that particular job, has become all that he can be. He has reached the value apex.
If that employee continues to work in the same job, his value will start to decline. What was once “fresh new ideas that we can’t implement today” become “the same old boring suggestions that we’re never going to do”. Prior solutions to similar problems are greeted with “yeah, we worked on that project, too” or simply dismissed as “that was five years ago, and we’ve all heard the story.” This leads towards a loss of self actualization which ends up chipping away at motivation.
Skilled developers understand this. Crossing the value apex often triggers an innate “probably time for me to move on” feeling and, after a while, leads towards inevitable resentment and an overall dislike of the job. Nothing – not even a team of on-site masseuses – can assuage this loss.
On the other hand, the unskilled tend to have a slightly different curve: Value Convergence. They eventually settle into a position of mediocrity and stay there indefinitely. The only reason their value does not decrease is because the vast amount of institutional knowledge they hoard and create.
This is a little more nuanced and interesting than the simple meritocracy inversion causing the departure of skilled developers. Alex’s explanation suggests that top programmers are only happy in jobs that provide value to them and jobs to which they provide increasing value. The best and brightest not only want to grow but also to feel that they are increasingly useful and valuable–indicative, I believe, of pride in one’s work.
In an article written a few years later titled “Bored People Quit,” Michael Lopp argues that boredom is the precursor to developers leaving:
As I’ve reflected on the regrettable departures of folks I’ve managed, hindsight allows me to point to the moment the person changed. Whether it was a detected subtle change or an outright declaration of their boredom, there was a clear sign that the work sitting in front of them was no longer interesting. And I ignored my observation. I assumed it was insignificant. He’s having a bad day. I assumed things would just get better. In reality, the boredom was a seed. What was “I’m bored” grew roots and became “I’m bored and why isn’t anyone doing anything about it?” and sprouted “I’m bored, I told my boss, and he… did nothing,” and finally bloomed into “I don’t want to work at a place where they don’t care if I’m bored.”
I think of boredom as a clock. Every second that someone on my team is bored, a second passes on this clock. After some aggregated amount of seconds that varies for every person, they look at the time, throw up their arms, and quit.
This theme of motivation focuses more on Alex’s “value provided to the employee” than “value that employee provides,” but it could certainly be argued that it includes both. Boredom implies that the developer gets little out of the task and that the perceived value that he or she is providing is low. But, beyond “value apex” considerations, bored developers have the more mundane problem of not being engaged or enjoying their work on a day to day basis.
What’s the Common Thread?
I’m going to discount obvious reasons for leaving, such as hostile work environment, below-market pay, reduction of benefits/salary, etc., as no-brainers and focus on things that drive talented developers away. So far, we’ve seen some very compelling words from a handful of people that roughly outline three motivations for departure:
Frustration with the inversion of meritocracy (“organization stupidities”)
Diminishing returns in mutual value of the work between programmer and organization
Simple boredom
To this list I’m going to add a few more things that were either implied in the articles above or that I’ve experienced myself or heard from coworkers:
Perception that current project is futile/destined for failure accompanied by organizational powerlessness to stop it
Lack of a mentor or anyone from whom much learning was possible
Promotions a matter of time rather than merit
No obvious path to advancement
Fear of being pigeon-holed into unmarketable technology
Red-tape organizational bureaucracy mutes positive impact that anyone can have
Lack of creative freedom and creative control (aka “micromanaging”)
Basic philosophical differences with majority of coworkers
Looking at this list, a number of these are specific instances of the points made by Bruce, Alex and Michael, so they aren’t necessarily advancements of the topic per se, though you might nod along with them and want to add some of your own to the list (and if you have some you want to add, feel free to comment). But where things get a little more interesting is that pretty much all of them, including the ones from the linked articles, fall into a desire for autonomy, mastery, or purpose. For some background, check out this video from RSA Animate. The video is great watching, but if you haven’t the time, the gist of it is that humans are not motivated economically toward self-actualization (as widely believed) but are instead driven by these three motivating factors: the desire to control one’s own work, the desire to get better at things, and the desire to work toward some goal beyond showing up for 40 hours per week and collecting a paycheck.
Frustration with organizational stupidity is usually the result of a lack of autonomy and the perception of no discernible purpose. Alex’s value apex is reached when mastery and purpose wane as motivations, and boredom with a job can quite certainly result from a lack of any of the three RSA needs being met. But rather than sum up the symptoms with these three motivating factors, I’m going to roll it all into one. You can keep your good developers by making sure they have a compelling narrative as employees.
Guaranteeing the Narrative
Bad or mediocre developers are those who are generally resigned or checked out. They often have no desire for mastery, no sense of purpose, and no interest in autonomy because they’ve given up on those things as real possibilities and have essentially struck a bad economic bargain with the organization, pay amount notwithstanding. That is, they give up on self-actualization in exchange for a company paying a mortgage, a few car payments, and a set of utilities for them. I’ve heard a friend of mine call this “golden handcuffs.” They have a pre-defined narrative at work: “I work for this company because repo-men will eventually show up if I don’t.” These aren’t necessarily bad or unproductive employees, but they’re pretty unlikely to be your best and brightest, and you can be assured that they will tend to put forth the minimum amount of effort necessary to hold up their end of the bad bargain.
These workers are easy to keep because that is their default state of affairs. Going out and finding another job is not the minimum effort required to pay the bills, so they won’t do it. They are Bruce’s “residue” and they will tend to stick around and earn obligatory promotions and pay increases by default, and, unchecked, they will eventually sabotage the RSA needs of other, newer developers on the team and thus either convert them or drive them off. The narrative that you offer them is, “Stick around, and every five years we’ll give you a promotion and a silver-plated watch.” They take it, considering the promotion and the watch to be gravy.
But when you offer that same narrative to ambitious, passionate, and talented developers, they leave. They grow bored, and bored people quit. They refuse to tolerate that organizational stupidity, and they evaporate. They look for “up or out,” and, realizing that “out” is much quicker and more appealing, they change their narrative on their own to “So long, suckers!”
You need to offer your talented developers a more appealing narrative if you want them to stay. Make sure that you take them aside and reaffirm that narrative to them frequently. And make sure the narrative is deterministic in that their own actions allow them to move toward one of the goals. Here are some narratives that might keep developers around:
“If you implement feature X on or ahead of schedule, we will promote you.”
“With the work that we’re giving you over the next few months, you’re going to become the foremost NoSQL expert in our organization.”
“We recognize that you have a lot of respect for Bob’s Ruby work, so we’re putting you on a project with him to serve as your mentor so that you can learn from him and get to his level.”
“We’re building an accounting package that’s critical to our business, and you are going to be solely responsible for the security and logging portions of it.”
“If your work on project Y keeps going well, we’re going to allow you to choose your next assignment based on which language you’re most interested in using/learning.”
Notice that these narratives all appeal to autonomy/mastery/purpose in various ways. Rather than dangling financial or power incentives in front of the developers, the incentives are all things like career advancement/recognition, increased autonomy, opportunities to learn and practice new things, the feeling of satisfaction you get from knowing that your work matters, etc.
And once you’ve given them some narratives, ask them what they want their own to be. In other words, “we’ll give you more responsibility for doing a good job” is a good narrative, but it may not be the one that the developer in question envisions. It may not always be possible to give the person exactly what he or she wants, but at least knowing what it is may lead to attractive compromises or alternate ideas. A new team member who says, “I want to be the department’s principal architect” may have his head in the clouds a bit, but you might be able to find a small, one-man project and say, “start by architecting this and we’ll take it from there.”
At any point, both you and the developers on your team should know their narratives. This ensures that they aren’t just periodic, feel-good measures–Michael’s “diving saves”–but constant points of job satisfaction and purpose. The developers’ employment is a constant journey that’s going somewhere, rather than a Sisyphean situation where they’re running out the clock until retirement. With this approach, you might even find that you can coax a narrative out of some “residue” employees and reignite some interest and productivity. Or perhaps defining a narrative will lead you both to realize that they are “residue” because they’ve been miscast in the first place and there are more suitable things than programming they could be doing.
Conclusion
The narratives that you define may not be perfect, but they’ll at least be a start. Don’t omit them, don’t let them atrophy and, whatever you do, don’t let an inverted meritocracy–the “residue”–interfere with the narrative of a rising star or top performer. That will catapult your group into a vicious feedback loop. Work on the narratives with the developers and refine them over the course of time. Get feedback on how the narratives are progressing and update them as needed.
Alex thinks that departure from organizations is inevitable, and that may be true, but I don’t know that I fully agree. I think that as long as talented employees have a narrative and some aspirations, their value apex need not level off. This is especially true at, say, consulting firms where new domains and ad-hoc organization models are the norm rather than the exception. But what I would take from Alex’s post is the perhaps radical idea that it is okay if the talented developer narrative doesn’t necessarily involve the company in five or ten years. That’s fine. It allows for replacement planning and general, mutual growth. Whatever the narrative may be, mark progress toward it, refine it, and make sure that your developers are working with and toward autonomy, mastery, and purpose.
As projects get a little behind schedule or perhaps a little contentious in terms of scope, I’d say it’s common for people to start taking steps to indemnify themselves against blame. I’d also say that this is fairly natural. There’s nothing more likely to attract wagging management fingers than a project behind schedule and/or over budget, so it makes sense to do a little rehearsing as to what one is going to tell them. Furthermore, it’s somewhat natural to try to showcase that one’s own efforts were a general positive even against a negative backdrop.
This is reminiscent of the “plus/minus” tracking in sports such as basketball, where it’s possible for a team to outscore its opponent when player X is on the floor, but still lose. The most common reason for this is that player X is a star, but the rest of the team is so bad that even his or her stellar play cannot overcome the shortcomings of the rest of the team. Long story short is that every developer wants to be that player X on a winning team if possible. But, absent that, being player X on a losing team is fine, so long as management and peers notice.
In such a situation (potentially “losing effort”), I’ve recently observed the following developer behaviors:
Obvious (to me, if not management) estimate sandbagging.
Wheedling, begging, berating, manipulating and generally badgering defect reporters into retracting reported defects.
Refusal to fix obvious and embarrassing problems with the software because said solutions weren’t “in the requirements statement”.
These behaviors aren’t particularly difficult to understand in the context of seeking to create the impression of a better “plus/minus” score for a developer. Consider the following explanations:
Estimate sandbagging allows a developer to finish way ahead of schedule, creating a heroic sort of aura for a time
Improving code quality is one way to reduce the number of defects reported against one’s code. Browbeating people into not reporting the defects is another way to do this and more expedient in the short term, in a sense.
Refusing to address something on the grounds that “I never had a requirement for this” is a nice two-fer; it creates the impression that not addressing the shortcoming was a conscious decision rather than an oversight and it also identifies a different blame target (whoever is responsible for requirements).
This frank categorization may induce a chuckle or two, but I doubt I’m breaking any drastically new ground for people who work in programming shops where this kind of thing probably occurs with frequency somewhere between “here and there” and “constant”. I do think there is value in coining some terms around it though so that we can examine the issues it causes, its own root cause, and some potential solutions.
Elbridge Gerry, An Inspiration
In the early 1800’s Massachusetts had a governor by the name of Elbridge Gerry. A Democratic-Republican by party affiliation, Gerry saw trouble in the tea leaves for his own party in the state senate and decided to do something about it. You might think that he decided to take his case to the people, touting the benefits of his party and convincing them to vote for Democratic-Republicans. You’d be wrong though.
Convincing the public to like you is hard and time consuming and there’s no guarantee of success. Gerry had a more expedient idea. He simply signed a law that radically altered the voting districts in his state in such a way that a majority would result in the state senate without actually having the voters to support it. One of the newly created districts was so contorted and weirdly shaped that political opponents said it looked like salamander. Gerry’s Salamander became the term “Gerrymander” and the phrase stuck around. Today it retains its definition as a sleazy but legal practice in which politicians stack the deck in favor of their own party as they’re dealing out political cards to the voters.
Getting back to the topic of software development, the behaviors I mentioned in the first section and their attendant explanations are all examples of a behavior similar in intentions to gerrymandering. In our world, the ideal for a software group is obviously to write good code, provide good estimates, and deliver quality software on time for a good value. As an individual the ideal is to have a good “plus/minus” within the group toward that same end — to write better than average code, delivered more quickly than average for less money than average. That’s all noble, but it’s also hard. And so some developers prefer to emulate Gerry and change the rules of the game (distort time, change definitions, employ technicalities) rather than playing it well. In the “plus/minus” world, this is like lobbying to play against the third string of the other team to pad one’s statistics.
Eliminate the “Plus/Minus”, Eliminate the Gerrymandering
So, if you’re managing a development team, how do you eliminate the counter-productive gerrymandering behavior? Eliminate the individual “plus/minus” ratio mentality. Imagine that you have a software project and you tell everyone working on it that their performance and pay/bonus were going to be dictated by the ranking on a scale of 1-10 that users gave the software in a survey (encompassing usability, quantity/quality of features, etc). Let’s think about what happens to the three behaviors at the start of the post:
Estimate sandbagging is pointless because coming in ahead of a schedule that you’ve defined has no bearing on your bonus and performance review.
Badgering defect reporters makes no sense because the goal is fewer defects in the user’s hands rather than fewer defects reported against the individual.
Refusal to fix problems (finger pointing) is also silly because whining that someone else is at fault is cold comfort in the face of a bad review and no bonus
Now, I don’t necessarily believe that there will be entirely smooth sailing in this or any other construct. But, eliminating the focus on individual incentives and performance has some nice side effects including the one on which we’re focused: removing the tendency to try to game the system without adding value. (Another nice side effect is that you tend to downplay the unfortunate “rockstar” designation that panders to megalomaniacal personality types who tend drastically to overestimate their own irreplaceability and scare others into the same).
But How to Measure Individual Performance
Still, the question of individual performance evaluation remains. It’s all well and good to reward or punish the whole team as a unit, but there are HR org charts, career maps and other individual concerns to think of. So how do you address this while still avoiding the gerrymandering?
It’s all about the code and source control. There are a lot of metrics out there for evaluating developer productivity from the obtuse (counting lines of code generated or altered) to the anecdotal (does this guy seem to do a good job), but I’m not really aware of one that captures the truth as well as looking at someone’s changesets/commits in the context of a code base. So, what if you had some impartial and extremely knowledgeable party read through a code base, looking at its architecture and tendencies, and then read through the change sets to give each developer some kind of rating or at least partial rating.
It seems almost as if you could create a cottage industry out of this and offer it as a consulting service. This way, the consultant is truly removed from any office politics and can focus entirely on the code. If one did this as a craft, I’d imagine that the addition of data points to the general corpus would cause the process to become quite refined over the course of time and probably generate some relatively objective, interesting and meaningful metrics.
Of course, this wouldn’t be perfect. It’s only as good as the evaluator is sharp, and it has the shortcoming of not capturing “intangibles” on a project — maybe someone wrote little code but spent a lot of time helping other people with source control and other technical issues, for instance. Code and changesets are mute witnesses to the story of the project, but they don’t witness everything.
Still, I think the notion is an interesting enough one that it bears exploring. Developer (or any team member) posturing and gerrymandering are counter-productive activities that put the developer’s interests above the projects but, more problematically, misalign those two sets of interests. The combination of team effort and metric individual evaluation could help prevent that sort of thing.
I am Erik Dietrich, founder of DaedTech. I’m a former programmer, architect, and IT management consultant, and current founder and CEO of Hit Subscribe.