Book Review: The Design of Design by Fred Brooks

During one of the last discussions in my great papers in software engineering reading course Mary Shaw, our discussion moderator, casually alluded to a follow-up class in the next fall semester, “Fred sent me an early draft manuscript of a book he’s been working on about design. It’s shaping up really well and I might be able to convince him to let us use it as the centerpiece for another discussion course. I’d be willing to put a class together if anyone is interested. Let me know.” Being a huge Fred Brooks fan I was one of the first people to sign up for the course. Throughout the fall of 2009 a group of professors, software professionals, and students met Wednesdays during lunch to talk about design and software engineering while reading Fred Brook’s new book, The Design of Design, in addition to a few other design classics.

The Design of Design by Fred Brooks in final book and special draft form.

Putting software aside for a moment, designing anything is challenging even for experienced professionals. Simply understanding the problem that needs to be solved requires a great deal of effort. It’s rare that all the requirements for a project are known up front – so rare that I haven’t seen such a project since my sophomore year of college! Design is as much about understanding the problem as it is about finding a solution to that problem. As you’ve probably experienced many times, your boss always wants changes made to the software after you’ve shown him something that works.

Throughout The Design of Design Brooks wrestles with the idea that design is an iterative exploration of both the solutions and problems. The notion that everything can be known up front about a problem is absurd yet that’s the way people tend to want to build software. As Brooks writes, “The waterfall model is wrong and harmful; we must outgrow it.” Amen, brother.

Design is not rational. Problems do not simply present themselves and from this, solutions flow forth. Instead, designs are born iteratively, initial problems beget partial solutions which lead to further insights concerning the problem and so on until a satisficing solution is reached – one that is, essentially, good enough for all intents and purposes. Of course, that assumes that the right intents and purposes were correctly understood and articulated.

Throughout the book, Brooks draws on examples from his own experience, some odd, such as the design of his dream home in Chapel Hill, others classic, such as the design of the O/S 360 Architecture. While Brooks’ sudden realization that entertaining guests would be awkward in his newly designed home since there was nowhere “to put the coats” seemed out of place, stories like these made the abstract verb/noun/concept of design more concrete and relatable, even when considering software design. Besides, design is supposed to be fun.

The Design of Design is one of the most important books for software engineers since The Mythical Man Month. Unlike The Mythical Man Month, however I found that I had more questions than answers by the end of the book. The Design of Design made me feel more confident as a designer and software engineer but also more unsure of what to do next. The book is full of amazing, empowering ideas but very little that can be applied practically today. Many concepts I thought I understood suddenly revealed additional dimensions for my consideration, new ways of thinking about the world. I love it.

The Design of Design by Frederick Brooks is available now from Amazon.com. I highly recommend it.

Carpool Musings on Women in Science and Engineering

Over the past few weeks there has been a rash of studies published discussing why there are so few women in the science and technology fields. On a high note, one of these studies noticed that recently about the same number of women are graduating with science, technology, engineering, and math bachelor’s degrees as men. Unfortunately researchers found that a disproportionately large number of those women choose not to continue studying science, technology, engineering, and math in graduate school. Nearly every study mentioned in the news recently concludes that women are discouraged, either directly (by peers or, worse mentors straight up telling them to avoid the fields) or indirectly (for example, through a lack of female role models) from entering an engineering, mathematically-inclined, technical, or scientific field.

My wife and I have been debating the results and implications of these studies based on what we learn from radio news snippets while carpooling to work. So when Ada Lovelace Day came across my Twitter stream I asked my wife if she would like to write an article with me. I thought it might be interesting to hear two different perspectives (one from a man, the other from a woman) on how women in science, engineering, math, or technology have influenced our thinking in some way.

Interview with Marie

Marie chose to discuss Dr. Martha Case.

Who is Dr. Martha Case?

Marie: She is a professor at the College of William and Mary and was my undergraduate advisor while working toward my degree in Biology.

What about Dr. Case inspires you?

Marie: She was one of my few female professors in college. She is well respected in her field, by students, other professors, and researchers. She was also given leadership roles in the biology department. What I admired most about Dr. Case is that she was able to maintain her femininity while being a woman of strength and great knowledge. Her ability to share her knowledge and passion inspired me to become a teacher so I could inspire others to love plants too.

What can young girls learn from Dr. Case’s example?

Marie: You should find something you love, learn everything you can about it, and then get out there and tell others. If you’re passionate then people will listen.

Interview with Michael

Michael chose to discuss Mary Shaw.

Who is Mary Shaw?

Michael: This is tough. Mary Shaw is a professor at Carnegie Mellon University. She has written a ton of papers on software engineering covering everything from software engineering education and research to architecture and design and everything in between. While I was working toward my Masters in Software Engineering, I had the opportunity to take two discussion courses – one on great papers in software engineering and one on design. Mary was the moderator of these discussions. I also had an opportunity to write a paper with Mary that was published in IEEE.

What about Mary Shaw inspires you?

Michael: She is ridiculously smart and the fact that she has put out a lot of really good ideas and is extremely influential in the software engineering world. And she’s able to articulate her ideas extremely well. Just being able to sit around and have these discussions with her and other PhD students was empowering. It has nothing to do with her as a woman and everything to do with her as a software engineer.

What can young girls learn from Mary Shaw’s example?

Michael: Carnegie Mellon isn’t run just by guys. And it doesn’t matter what gender you are – people value the ideas.

Wrap-up

That was much tougher than either of us thought it would be and will probably only add fuel to our carpool discussions. Interestingly, we both chose a college professor with whom we directly interacted; people we personally know.

Normally I [Michael speaking] wouldn’t have thought this sort of a discussion would have been necessary. Generally speaking, tech blogs like this are preaching to the choir – most folks reading this either already think similarly as me or have a strong desire to learn the information I’m sharing. It would be rare for people who hate software engineering, for example, to read this blog. So, if I’m trying to change your mind about a controversial topic, blogging isn’t the most effective way to do this. Sadly, I’m not sure that everyone in the software industry thinks that gender equality is something that needs attention. It’s one of those slow-change ideas and I’m happy to see inroads like Ada Lovelace Day.

Identifying Process Affordances: Nudging Toward Change

This post is a recap of a talk I gave this weekend at the Carnegie Mellon University Master of Software Engineering 20th Anniversary Mini-Conference. I’ve made the paper this talk is based on (pdf) as well as the slides I used during the talk (pdf) available. I’ve also linked to as many of the primary sources I used in research as I could so please, check out those papers if this is something that interests you.

About a year ago I discussed the idea of using affordances to help figure out how to make software processes work more smoothly for a team. Back then the idea spawned from a moment of crisis and self-reflection on my studio team, but having thought about it for a while and noticing the phenomena occurring on other teams I decided to revisit this idea and see if there is a way to proactively use affordances to avert problems rather than merely explaining problems as they occur. As it turns out there is a precedent for affordance-driven design in object engineering. With a few basic assumptions I think affordance-driven design can be extended to software processes as well.

Michael Keeling giving a talk at the MSE mini conference

To better explain how to proactively use affordance to pick or tailor a software process it helps to know a little about the Theory of Affordances (pdf). If you’ve read The Design of Everyday Things by Donald Norman then you probably already have a pretty good understanding of how to use affordances in the context of object design and usability. From an ecological psychology perspective, affordances are a way of helping explain or predict how an animal will behave in the context of their environment. In the context of humans, our environment is influenced by our experience, culture, and background as well as our current goals within that environment.

A simple example is the play button on a DVD player. A triangle to the right means play. This is obvious to us because we know what a DVD player does (we have experience with similar devices), we turn to the device when we want to watch movies (we’re looking for the play button), and culturally, our notion of time is left to right (so a triangle pointing right means play while a triangle facing left means reverse). But what if you come from a culture where time is generally represented as passing from down to up vice left to right? In this case, a triangle facing up might be a better symbol on a play button than a triangle pointing right. The value of the affordance changed based on a cultural bias and the user’s background.

This is all well and good, but what does it have to do with software process? For the Theory of Affordances to apply to software processes (or any process) we have to assume that process is a part of the environment. This is an interesting proposition since process really only exists in our minds. Process is something that we make up, and like our understanding of an object your knowledge and experience with a process will influence your perception of that process as an environmental influence. As long as you believe in, understand, and follow a process, the steps of that process exist as much as any other object in the real world. Logically this seems to make sense. Even the US patent office will grant patents for a process just as it will a physical invention.

Back to the core problem of identifying affordances, something I did not have an answer for in my original post a year ago. As best as I can tell, the only way to identify affordances is to reverse engineer a process focusing on the affordances using a technique known as Affordance Driven Design. Affordance Driven Design has three basic steps (pdf).

  1. Identify a user’s needs in terms of functions.
  2. Identify the desired functional affordances necessary to achieve the previously identified user’s functions.
  3. Choose affordances to design into artifacts which are mostly likely to help achieve those desired functional affordances.

As an example, consider the task of blending a drink using a blender (pdf). Typical functions a user might want to perform are preparing the blender, blending, and cleaning up afterward. Functional affordances might include the “countertop-ability” (the ease with which a blender can be moved to a countertop), the “clean-ability” (the ease with which a user can clean a blender), and “transportability” (the ease with which a user can move a blender around). A person might choose any number of blenders to perform the desired functions but each blender will fulfill the functional affordances in different ways. A hand blender is extremely portable while a gas-powered “whacker” (powered by a 26cc engine, complete with motorcycle throttle – it makes the smoothest margarita you’ll eve have) isn’t really intended for indoor use.

To software engineers, functional affordances should look very familiar – they’re essentially quality attributes. Thinking about affordances from this perspective gives us a huge advantage since, as software engineers, we are already extremely familiar with quality attributes and quality attributes scenarios. Affordances, therefore either promote or inhibit desired quality attributes in your process.

Thinking about software processes, the functions will all be related to software: writing, designing, testing, and releasing are just a few possibilities. Some process quality attributes might include:

  • Plan-ability (How far ahead does a process help you to plan?)
  • Predictability (How well can you see into the future?)
  • Changeability (When the course of a project needs to shift, how well does the process support chaging plans or direction?)
  • Quality (The degree to which your process promotes “quality”)
  • Cost (The amount of resources you’re willing to spend on process to achieve specific functions)
  • Harmony (How well the team gets along)
  • Reliability (How consistently the process helps you perform)
  • Performance (Could be speed of development or quantity of code – define what you mean in the quality attribute scenario.)

As an example, say changeability is a desired quality on your team. A specific changeability scenario might go something like this. In order to meet business needs in an aggressive market, the team needs to be able to shift focus and answer competitors’ challenges within five business days. What are the things that might get in the way of this kind of rapid change? Heavy documentation could be one thing, as it nudges teams into keeping a single course. Long iterations also make it difficult to shift focus since more effort is required to make longer term plans. Going light and having short iterations, on the other hand promotes a team’s ability to change. But like every design decision there are trade-offs. Going light in terms of documentation might make it harder to achieve certain kinds of quality, for example.

The main idea here is that it’s relatively easy to identify process affordances by thinking like a designer and applying the skills we’ve already acquired as software engineers. I propose that evaluating process affordances as I’ve discussed here is a great way to pick a process and also to tailor processes. When tailoring simply identify affordances that are helping the team (be sure to keep those), and identify the affordances that are nudging the team in the wrong direction (replace those with affordances that help you do the right things). And above all, remember that if things are going wrong, it isn’t always your fault. The process is a part of the environment and if your process is giving you the wrong cues for your project or team, then it’s the wrong process for you. So change it!

Getting Started with Version Control

I’ve had to help more than a few teams get their version control systems sorted out over the past few years, and so I thought it would be easier if I just wrote down the philosophies I use for initializing a repository and getting the whole system set up. If you’re looking for some specific advice on how to set up and use a specific version control system, the Pragmatic Starter Kit Series for CVS, Subversion, or Git is a great place to start.

What should go into a source code repository?

The short answer: the repository should contain everything necessary to perform a clean build of your system. In most cases, this includes the code, third-party binaries necessary for building, tests, and documentation.

It’s ok to assume that everyone has their build environment “properly configured” for building. To make sure, make a list of everything that must be setup in the environment to build the software and put it on the team wiki. These things don’t need to be stored in the repository but you should at least write down what the standard build environment is supposed to look like. Depending on what the required software is, it might also be a good idea to keep a copy of it, just in case something happens to vendor in the future. The last thing you want is for a vendor to stop supporting the version of something you need, forcing you to upgrade because your hard drive crashed and you had to setup a new environment.

Include at least the following in your standard build environment list:

  • Compiler versions
  • Team sanctioned IDEs
  • Required frameworks, toolkits, and build tools
  • IDE extensions that the team has decided are so critical/awesome to the project they have to be used. Critical/awesome IDE extensions might enable a required tool-kit (such as GWT in Eclipse) or configure the IDE is specific ways (such as coding styles or static analysis settings)

Putting code and tests in the repository is fairly obvious, but third-party binaries (e.g. libraries) might not be. Put these in version control so that it’s easy to check out a project from source control and build without monkeying around with anything. I’ve found it best to create an “ext_lib” folder for storing all the external libraries. This way there is no confusion over what versions to use, and all the build paths can be set so that anyone can build just by checking out the code.

Here’s a real life example. Let’s say you’re writing a web application using the Google Web Toolkit and you rely on a caching library. The caching library should go into your ext_lib folder and you should tuck a zip of the GWT version you use away in a safe place just in case you need it later. Say your team is also using JUnit. Put the version you use in the ext_lib folder. This way everyone can build and use whatever GUI they want to run tests, be it the JUnit GUI or an Eclipse Plug-in.

Another real life example. Let’s say you use the excellent Sharp AutoUpdated component. Should you version the binary or the source? That was a trick question since it depends. The best answer is to only keep the binary of the library, but this isn’t always possible. One of the awesome things about open source software is that you have access to the source if you need it. So, let’s say you find a bug in the AutoUpdater and for some reason the maintainers aren’t responding quickly enough for your immediate needs. You can’t live with this bug so you have no choice but to fix it yourself. Congratulations, you just took ownership over your own fork of the AutoUpdater component. You now are responsible for maintaining the code – either in your version control library or in a public fork, and merging with the original code base may be more difficult in the future.

What doesn’t go into the source code repository?

Remember the DRY Principle for writing code (Don’t Repeat Yourself)? Well, that applies to your version control system too. Anything that can be derived shouldn’t be held under version control. Since your source code is already in the repository, storing the built binary is a violation of the DRY Principle. The penalty? Confusion, mistakes, and avoidable headaches. Third party libraries in the ext_lib folder don’t violate DRY since you can’t build them – you don’t own the source.

Also, do your fellow developers a favor and keep your personal stuff out of the repository. If you’re testing, nobody else wants to see your test reports. When you run the application, keep your logging messages to yourself. Also keep anything related to how you set up your personal environment in your personal environment. The last thing I want is to open up my IDE and see the last tabs you had open because you committed your personal user settings.

The easiest way to keep these sorts of undesirables out of the repository is by setting up an ignore list. Share it among the team.

How often do I commit?

Generally you should commit your changes anytime you think you’ve finished something useful that doesn’t introduce problems into the system. On the average, you should be committing changes at least once a day.

There’s two parts to this commit rule. “Finished something useful” might mean many things. This is by design. When you’ve finished a logical chunk of code that does something, feel free to commit it. “Doesn’t introduce problems” is a common courtesy to your fellow developers. Make sure, at a minimum, the system builds and passes any automated tests you have. And always update before you commit. Depending on your team size and how important the code is, you might establish a checklist for committing. Google has theirs automated. Every change the system has to build, pass tests, and pass a peer review before it can be committed.

Remember this mantra: Commit early, commit often.

But if everyone is committing all the time, isn’t that going to cause problems?

When you’re working with people and coordinating effort, problems will inevitably arise. Just remember, if you’re going to fail, fail early. It’s better to cause a conflict today through miscommunication while there’s plenty of time to fix it than the day before it’s time to deploy. Why? The conflicts will be smaller since you’re incrementally growing your code base. Also, since you made the changes recently they are fresh in your head and easier to work with. Code more than a week old might as well have been written by someone else.

Taking a risk management approach makes mitigating this easy. The risk: “Developers use a shared repository and commit changes frequently; might cause code conflicts that break the build.” The source of this risk is communication; therefore anything which helps facilitate communication can reduce the likelihood of this risk becoming a problem. Daily stand-up meetings are perfect for getting the word out about what everyone is working on. Automatically generated email updates from the version control system keep folks abreast throughout the day as changes are made. Continuous integration acts as a smoke test for uncovering integration problems while they’re small. Good merge tools can help reduce the impact of the consequence.

Once everyone gets used to the update-then-commit cycle, most of these problems go away. In my experience, big problems with code in the repository are usually a symptom of larger problems such as poor communication or failing processes.

What are some of your version control philosophies? What helps you keep things organized so you can get things done?

SWOT vs. Risk Management

I was recently asked by a coworker how software risk management is different from traditional SWOT analysis. SWOT is a technique commonly used for strategic planning where the strengths, weaknesses, opportunities, and threats facing a group are compiled and analyzed to determine an appropriate course of action. Software risk management (as defined using the continuous risk management paradigm from the Software Engineering Institute) is similar in that risk management can be used for strategic planning but risks yield much different information which is applied in a very different way.

The first step when performing a SWOT analysis is to define the business objectives. This is very similar to defining a threshold of success in software risk management. The main difference is a business objective takes the form of the desired end state whereas the threshold of success is the minimum objectives necessary for the project to be successful. For example, a perfectly valid business objective might be to deliver all 100 story points by the end of the year while the threshold of success might be to deliver the core functionality (worth only about 50 story points). Would more stories completed be better? Of course, but what if you end up only completing 75 story points by the end of the year? How did you do? You missed your goal, but you still succeeded right? It’s difficult to tell without understanding the difference between wants and needs.

The main part of a SWOT analysis consists of a group session where strengths and weaknesses internal to the group and opportunities and threats external the group are identified. People like to put SWOTs into a 4×4 grid so it’s easier to look at. While there is some great advice out there for understanding what goes into a SWOT, the analysis is largely subjective, relying on a teams’ gut feelings to know the strengths from the weaknesses, the opportunities from the threats. Software risk management can be a much more systematic approach to understanding the potential dangers that face a project based on known facts when tools such as the SEI’s Taxonomy Based Questionnaire for risks (pdf) are used. Guts still come into play, but there is enough engineering in place to help people make the right decisions.

Risks are specifically actionable – depending on the risk you might be able to mitigate it by manipulating the timeline, impact of the consequence, probability of the risk occurring, or by addressing the condition. You might transfer the risk to someone else or simply accept the risk. SWOT by itself is merely a collection of statements relative to internal or external entities which may or may not actually be true. Are you good at testing? How do you know that? Is Bing really a threat to Google Search? Should you do anything about your weaknesses? Will they prevent you from achieving your business objectives? Without further analysis there really is no way to know and other than prioritizing there really is no way to analyze a SWOT, nor is there any clear direction for next steps.

Look, when planning a project you really need both SWOT analysis and risk management. SWOT is a tool for assessing capabilities while risk management is a tool for assessing the likelihood of success. Each technique serves a very different purpose. SWOT is most useful at the beginning of a project to help you figure out what you’re doing and come up with an overall strategy. Risk management, though is an ongoing activity that makes sure you don’t fall flat on your face in trying to achieve your business objectives.

Why don’t you use Continuous Integration?

Everyone has a chore they hate doing. For me it’s cleaning the dishes. I’m a busy guy so I usually don’t get around to cooking and eating dinner until fairly late. Rather than cleaning anything, I stack the dishes in the sink and maybe soak a pan if something burned to the bottom. If the dishwasher has space, I’ll load it and set it going but most nights I leave a big pile of dirty dishes sitting around. After two or three nights of this, all the pots and pans are dirty and there’s no room for cooking thanks to the piles of dirty dishes. It’s actually kind of disgusting.

My wife takes a slightly different tact. After the meal is finished she immediately cleans all dishes, pots, pans, and utensils used while she was cooking. She has the forethought to run the dishwasher beforehand so there is plenty of room to load dirty dishes after the meal. She even wipes down the counter and stove so everything is ready for the next meal we cook. She’s quite amazing actually and a good cook to boot (especially when she’s following a recipe).

Professional chefs take matters a step further still. They clean as they cook.

I procrastinate doing something I hate and the result is a monumental, exhausting chore which takes an hour or more to finish. My wife spends 10, 15 minutes tops a night “tidying up” and though she hates doing dishes just as much as I, she makes it seem effortless. Professional chefs make miracles in the kitchen minutes at a time.

vintage man cleaning dishes, woman watching

So it is with software.

Integrating software, even with a small team can be a chore.  Which would you prefer?  Approach A: write a lot of code, get everything working individually, and then do a big bang integration at the end; or Approach B: write a little code and integrate a little. While putting off integrating might satisfy your immediate needs, much like skipping dishes and moving straight to dessert, Approach A is going to cost more than Approach B in the end. Why?

  • Integration problems aren’t uncovered until you integrate (profound, I know) so the longer you wait to integrate, the longer it takes to find out if there is a problem. Of course, no one ever plans for problems…
  • Conflicts have further reaching consequences the longer you wait to fix them. Modern version control systems usually do a pretty good job merging changes but even magic has its limits.
  • The full power of refactoring can’t be realized because the turnaround time on changes is too long.  The side effect is that you don’t refactor which means the code becomes more brittle over time.
  • More code changes means more time to bring it all together and a higher likelihood of introducing defects through integration.  Unless you’ve planned knowing that integration will take time, chances are good you’re going to ship late.

Even better than big bang and nightly builds: continuous integration, cleaning as you code. Automated build servers have made huge advancements over the past few years. I highly recommend Hudson. It’s super easy to install and get started and has plug-ins for practically everything. There are even Hudson plug-ins for C# and just about every version control system you could want (and even some you don’t).

Doing chores sucks, but don’t make it worse than it has to be by putting things off. Continuous integration is a no brainer. If I had a dishwashing machine that constantly washed dishes as I finished using them I would dance naked in the streets, celebrating the marvels of modern technology. (You should be thankful such a machine doesn’t exist.)

You really don’t have an excuse for not using continuous integration.

Threshold of Success

When I was a kid my brother and I used to play a game called Make Believe. My favorite variant of the game was simple. Together we would build some kind of fortress and then one person gets the fort and the other person tries to invade the fort. In theory, the game ends when the fort has been overtaken by the invader. What made the game fun was that as the invasion began, the rules of the game always changed. The first thing to go was any notion of death. If one of us was “killed” in battle then near instantaneous respawning was created. Shortly after that we skipped respawing and simply became invincible. Soon the fort became invisible which means the invader just has to run around trying to find it. Sometimes someone gained super strength or the ability to force other people to move in slow motion. We almost always created super weapons (such as a hand held Death Star) which for some reason could always be defended against. Nearly every game ended in tragedy, someone crying or upset: “That’s not fair! You can’t do that! I’m invisible! You can’t do that!”

Kid’s stuff right?

A lot of software projects with teams made up of working adults still play this game. The scenario goes something like this. A team is put together to build some software. Neither the clients nor the team talk about the objectives of the project other than building “some software”. After a few months, something goes wrong or someone doesn’t like what’s happening so someone changes the rules. Before too long, one side or the other is upset that they can’t win, somebody throws a fit, and goes home. Instead of summoning invisible armor, software projects change the rules by cutting features, adding more requirements, moving due dates, wasting resources, and things like that.

We make believe that we’re software engineers.

While Make Believe was a fun game as a kid, changing the rules when there’s real money on the line isn’t as fun. My brother and I ran into problems as kids because we got the objectives of the game wrong. Actually, there were no common objects, which is why we could change the rules so easily. The same thing happens on a software project when the objectives aren’t well known.

Defining and committing to a clear picture of success establishes the common ground rules for a project by making the basic project goals explicit. The technique is known as Threshold of Success.

Defining What Success Looks Like

The Threshold of Success for a project is the minimum set of conditions that must be met for the project to be considered successful. If the team fails to meet even one of the conditions then the project is a failure. A good Threshold of Success is made up of about 3-4 SMART goals (no more than a few bullets on a single PowerPoint slide). SMART is a mnemonic which stands for Short/Specific, Measurable, Achievable, Relevant, and Time bound.

Some other pointers for defining a Threshold of Success:

  • The Threshold of Success should be built as a team. Since this is the measure by which you will define success or failure, everyone on the team must buy into it. If you can include your client that’s even better.
  • Threshold of Success goals should be challenging, but it’s important that they are achievable. If the goals are too easy, victory will be meaningless, too difficult, elusive.
  • Once the Threshold is established, don’t change it! The only reason to modify the Threshold of Success is if the project has changed so drastically that the Threshold no longer makes sense (for example if someone leaves the project).
  • Revisit the Threshold of Success regularly (a good time is when planning iterations) so everyone remembers what success looks like. Put it on your team wiki so that it’s readily accessible.
  • Be sure that the goals in your Threshold are SMART! The point of defining a Threshold of Success is to take away the wiggle room for defining what it means to succeed or fail. The goals you define should make this black and white. The more specific the goal is the better.

Building a Threshold of Success

The easiest way to create a Threshold of Success is to first create a minimum picture of failure, then convert failure into success. Here’s an example:

Failure for my current project might look something like this.

  • Essential features are not ready by the end of the second quarter.
  • Team members are dissatisfied or bored with their jobs.
  • Newly hired team members don’t feel like they’re part of the team by March 31.
  • There isn’t enough money to continue development after this fiscal year and we have to fire people.

Now that I know what failure looks like, seeing success is easy. I don’t want any of these things to happen. The threshold of success for my current project might look something like this.

  • By the end of the second quarter, all “Must Have” features are implemented and pass acceptance tests with no known critical defects.
  • All team members give average score of 5 or better on a job satisfaction survey taken quarterly.
  • By March 31, the team has successfully executed at least three team building activities with all team members present.
  • Funds of at least $1 million are secured by December 31 to allow for future development without a reduction in team size.

Notice that only 1/4 of the success goals in this example are related to software functionality. While goals might come from anywhere, teams traditionally focus on goals related to people and relationships, process, resources (such as budget or schedule), and product (software functionality and quality).

As this technique originated with the Software Engineering Institute (pdf), nearly every studio team in the Carnegie Mellon Master of Software Engineering program creates a Threshold of Success for their projects. The MSE Studio Archive has extensive examples of both good and bad pictures of success that teams have created. The Square Root Team’s threshold (my team) is a good place to start, but there are plenty of other examples.

There might be many goals for a project. In the Team Software Process you actually identify at least three different kinds! But there is only one threshold of success for a project. Knowing what success looks like gives you a better chance of actually achieving it.  Without it, you’re just pretending that you know what’s going on.

2010: The Year I Make Contact

Late in the afternoon on December 25, during one of the loudest, howling winter storms I’ve ever experienced we lost power. Normally this wouldn’t be a big deal except I was in a vacation house with 20 other people, basically my wife’s entire extended family.

After the power went out, the heat did not fire up. The tree went dark. So did the TV, DVD player, and Wii.

Using a pair of LED headlamps my wife and I received for Christmas the 20 of us took turns rolling and stuffing homemade ravioli dough for dinner. Christmas ravioli making is extremely serious business and I had finally been promoted to “unmonitored ravioli stuffer” this year. Luckily we had manual pasta rollers to flatten the dough. There’s always talk of “upgrading” from the hand cranked system but this year, tradition trumped technology.

Once ravioli are stuffed, they have to dry for a few hours before cooking. In the years past this was the time to play with new games or watch a new movie. Of course, without electricity most of our new toys were rendered useless.

Since the heat was off and the vacation house was gigantic, the fireplace in the living room was our only option for warmth. Lighting the room was the handful of candles we had, originally intended for dining ambiance, and the low glow from the fire.

To pass the time, we sang Christmas carols in the near dark. It was all sort of surreal, a setting I am certain we would not have created on our own had we not lost electricity, had we not been so completely pushed out of our comfort zone. Even more fantastic was that after over 20 years of putting it on my wish list, someone actually gave me a pair of night vision goggles for Christmas. Surprisingly, this “toy” is the real deal. I was able to wander around a completely pitch dark house with no problems. The night vision, along with the head lamps (which single handedly saved dinner), were by far the best gifts of the day. The electricity turned on around 1:00am that morning and by the next morning, everything went back to the way it was.

Sitting in the dark on Christmas night got me thinking. This was an experience that I never would have chosen, a situation I would never have intentionally embraced, but it turned out to be pretty fun. How many opportunities have I missed because my default attitude was to stay inside my comfort zone? While happy accidents are great, can’t I do more to create opportunities rather than relying on happenstance? Given the time of year it only seems appropriate to ask these sorts of questions.

I’m a technologist, a scientist, and an engineer at heart. I love playing with gadgets, tinkering with software, and working on interesting and challenging problems. Sitting in the dark with no power, my normal pursuits removed, it was easy to remember that people are important too. Sure, when building software everyone always talks about how people are important, but when building software we call people “users” essentially reducing their humanity. After all, there are only two industries where the customers are called “users” – software is one of them.  Is it really appropriate to use the same term to describe software clients and drug addicts?

My lesson from the night: the technology and gadgets and programming and processes and everything else are awesome, but they are meaningless if they fail to create a genuine relationship with people.  I do believe that relationships matter and that people are important. I’d like to do a better job of thinking about people first this year. In the rush of excitement surrounding every new technological achievement, it’s sometimes easy to forget that helping people is why I build software.  It’s too bad it took a harsh winter snow storm to remind me of this.

The Domestication of Formal Methods

Almost a full year ago, I concluded that formal methods simply aren’t worth the effort:

For almost every project in the world, I think formal methods should be generally avoided. Given the option of spending money and time on mathematicians or extremely smart coders I would chose the latter. With smart coders, code inspection is a fun and effective defect filtering option. And let’s face it. Why would you have your amazing coders do something other than write amazing code?

But what if formal methods didn’t have to be so…formal?

While traditional formal methods such as Z might be a little difficult to pick up if your predicate logic is rusty, applying formalisms that are close to the code doesn’t seem that outrageous in perspective. Design-by-contract language extensions such as Spec# for C# or Plural for Java have been stealthily making their way into IDEs for years now without anyone really knowing the wiser, without anyone really thinking about these tools as being formal methods. State machines in UML and even some uses of domain specific languages might be considered formal methods when these tools are used for specification and analysis purposes.

Creating formal methods that are close to the code is one of the best ideas to come out of the formal methods arena in the past 20 years. Just like how adding cherry flavor makes it easier for kids to take icky tasting medicine, putting formal methods in the code makes it more likely that I, as a programmer, will actually use them. Because no matter how good for me something is, if it’s difficult to use or generally unpleasant, it won’t get used.

This is why domesticating formal methods (pdf) is extremely important for formal method adoption.

Wild formal methods can be difficult to work with. No matter what anyone tells you it does take time to get the hang of Z. Formal methods such as Z have limited use when talking with customers and, though a formal specification is an excellent tool for gaining better understanding of functional requirements, the payoff for creating the specification isn’t seen for weeks or months making it difficult to justify their use in Agile development environments.

But is turning what was once a ferocious and unpredictable wolf into an obedient and trusted canine companion safe? In selecting the features for our domesticated formal methods, did we accidentally breed out the most important benefits?

Anthony Hall outlined seven myths of formal methods (pdf), ideas about formal methods erroneously taken as truth.

Myth 1: Formal methods can guarantee that software is prefect
Myth 2: Formal methods are all about program proving.
Myth 3: Formal methods are only useful for safety-critical systems.
Myth 4: Formal methods require highly trained mathematicians.
Myth 5: Formal methods increase the cost of development.
Myth 6: Formal methods are unacceptable to users.
Myth 7: Format methods are not used on real, large-scales software.

Any formal method worth using should not uphold any of Hall’s seven myths, but domesticated formal methods have the additional burden of usability. Just like we expect certain behavior from our four-legged friends, I don’t think it’s too much to ask that a domesticated formal method be friendly and obedient. Any method which bites the master’s hand obviously can’t be trusted. Crashing, making it easy to make mistakes, poor affordances, difficult to read output, impossible to maintain specifications – these are all reasons for not trusting a domesticated formal method.

I think informal formal methods are great. When done well, it doesn’t even feel like I’m using a formal method and I get many of the same benefits a wild formal method would give me – clarity, understanding, and maybe even a little automated verification depending on the language and method. Domain specific languages and state charts are great for working with end users and clients. It’s even plausible to skip other testing or verification measures such as unit testing or inspection.

And the best part is that since many domesticated formal methods are close to the code, I’ve already got the necessary training on how to use the methods because I already know how to program.  Domesticated formal methods are a win-win for programmers who want to do more engineering and another practical tool for your silver toolbox.

Groupthink Kills Big Ideas

It’s easy to convince a group of people to follow you when you’ve got a great idea that you’re passionate about. Passion is like a highly communicable virus, easily spreading from one host to another. Something funny happens, though once enough people are on board with an idea: new ideas become less infectious over time as if the group has built up antibodies against risk. It’s always unfortunate to see this happen since most organizations are initially brought together by an idea that was so risky and so contagious that everyone wanted to be a part of it. Eventually, if an organization is not careful, it becomes a place where Big Ideas go to die, a sort of idea graveyard.

Kathy Sierra explains it best:

Death by Risk Aversion

Any time a new idea is brought to the table, especially a Big Idea, the group acts like white blood cells, attacking the Big Idea as if it were a foreign invader, reducing the idea to a benign and much less exciting version of itself. The end result is something that no one can really get all that excited about. It may get the job done but it certainly doesn’t inspire anyone.

It’s really difficult to fight off this group tendency. It’s much, much easier to say no to something than yes, especially when there’s an established status quo. Once a group (company, club, team, non-profit, whatever) feels safe, group risk aversion magnifies problems into insurmountable barriers. Kathy Sierra (boy, do I miss her blog!) talked about this too, avoiding risks leads to the safest route, but the safest route, ultimately will only yield incremental improvements:

Incremental vs. Revolutionary Improvements

In most cases, the barriers preventing new Big Ideas from being achieved are no bigger than the barriers overcome by the group when it formed. The main difference is that there’re more people to get over the wall now than when it was just you and your Big Idea which brought the group together.

As a group it’s important to fight risk aversion which is often reinforced by groupthink. It’s a difficult job, but if growth and innovation are goals, taking risks is an essential part of success. Figuring out how to work with Big Ideas rather than fight against them (and in turn deal with risk as an organization) makes it easier to jump the wall as a group when and if the time comes. Delegating is a great way to build practice taking risks If you’re able to trust someone else to do something that you could reasonably do yourself you’re on your way to letting others run with their Big Ideas.

As an individual with a Big Idea, it’s important to quickly figure out whether your idea is something that has legs or whether it’s something better left to the back burner. Seth Godin’s The Dip has some simple advice but ultimately it’s up to you to determine. If you yourself are not prepared to pull each and every member of the group over the wall that is blocking you from realizing your ultimate vision then it may not be time to unveil your idea to the group.

Both the group and the innovator have a part in killing a Big Idea or making it fly. Recognizing that you have to work together is the first step toward achieving greater success.