21 Rules of Thumb for Shipping Great Software on Time
From Jim McCarthy, Microsoft Corporation
Shipping great software on time is a difficult but not impossible
task. Elements you think would count the most count for very little.
Development methodology, process, technical prowess, excellence
of tools and depth of project management skills all influence the
outcome of a software development project; but nothing indicates
success as much as the manager’s ability to focus on a few
critical and conceptually simple things. These things can be expressed
as rules of thumb.
I enumerate twenty-one of these rules of thumb. Pick a handful
(or so), apply them, and your project will be more likely to succeed.
I lump them into three groups: "Shipping," "Great
Software," "On Time". Duh. I cover them in a different
order, because the concepts build a bit.
On Time
1. Don’t know what you don’t know.
It is essential not to profess to know, or seem to know, or accept
that someone else knows, that which is unknown. Almost without exception,
the things that end up coming back to haunt you are things you pretended
to understand but didn’t early on. At virtually every stage
of even the most successful software projects, there are large numbers
of very important things that are unknown. It is acceptable, even
mandatory, to clearly articulate your ignorance, so that no one
misunderstands the corporate state of unknowingness. If you do not
disseminate this "lucid ignorance," disaster will surely
befall you.
Human nature is such that we dislike not knowing things that are
important to our well being. Since there is so much we don’t
know in a software project, the nearly universal tendency among
developers and their managers is to gloss over or even deny altogether
the extent of their ignorance. You should reward and treasure those
who consistently make themselves aware of the list of relevant things
that are currently unknown. It requires mental and psychological
strength to resist the normal human cravings for certainty and order.
It especially difficult to believe in uncertainty when things have
a veneer of orderliness, which is often the case. Pseudo-order is
a maladapted defense against uncertainty.
The organization surrounding you will undoubtedly abhor uncertainty,
would infinitely prefer pseudo-order and will make countless attempts
to magically convert your ignorance to knowledge. Your job is to
make uncertainty an unshakable fact, and to coerce the reshaping
of the surrounding organization to cope with the uncertain situation.
The organization must learn to thrive in an uncertain environment
for its own well being.
You should expend a great deal of effort making sure that all the
people on the project are aware of their ignorance rather than naively
converting it to falsehoods. Bear down on them until they realize
they haven’t comprehensively assessed the unknowns. In the
successful project, this is much easier in the early stages, or
during times of change. This is no time for niceties. People ultimately
prefer success even if disillusionment is a prerequisite.
2. Get to a known state and stay there.
The function of QA is to know (and articulate) the quality of the
product at all times in the development cycle. This should be achieved
by abbreviated, repeatable tests conducted daily, and full product
sweeps conducted weekly or biweekly.
It is not properly the job of QA to determine when a product is
ready to ship; rather, the moment of shipworthiness in a product
development cycle is evident to everyone involved, and is non controversial.
This is because shipping has been the goal of the entire effort.
Crossing the finish line, while it has intangible emotional and
definite financial rewards, is no surprise when you’ve observed
every single painful step toward it.
The only reason you’ve been able to make these micro-observations
is because you got to a known state and stayed there, and your QA
is how you did it.
Achieving a relatively accurate view into product status is a very
challenging goal, requiring a highly motivated and competent QA
team. It is also a pre-requisite for success. Many software development
organizations have rudimentary or no real QA assets, and there is
little that can be done for them until they make the appropriate
investments in creating a modern development organization.
A known state consists of all components having accurate status
information at a given point in time. You know that it’s accurate
because the status has been tested by QA.
A developer articulating the status of his/her component is an
exercise that does produce information, but if it happens to communicate
the component’s status, it is only coincidental. This is someone
else’s job.
Status should consist of a comprehensive listing of tested and
missing functionality, bug count sorted by severity, bug arrival
rate, bug fix rate, projected total bug count, and other vital metrics.
3. Remember the triangle.
There are only three things that you are working with as a development
manager: resources (people and money), features and the schedule.
Changing one has an impact on at least one other axis, usually two.
It is a simple enough matter to mentally run through the sides of
the triangle, or force others to do so, when discussing any part
of it. Since the people, the product or the schedule is almost always
what you’re discussing, this means that you must constantly
envision the triangle. This leads to the most fruitful line of thought.
4. Don’t go dark.
Some features have long development lead times, months or even
years. Yet slips usually happen a little bit every day, and must
be compensated for a little every day. This means that the granularity
of development tasks must be such that deliverables are achieved
at intervals sufficiently small that slips can be compensated for.
A week is a long time to go without knowing what is happening. While
micromanaging is always a danger, and will certainly be an accusation
leveled against you from time to time, if the goal of the project
is to ship great software on time, and if everybody accepts that
goal as uppermost, they generally enjoy the chase. Team interdependency
is also a powerful motivational force.
5. Use zero defect (ZD) milestones.
Organize the project around the concept a reaching milestones with
zero defects. Zero defects does not mean that the product does not
have bugs, or missing functionality; it means that the product achieves
the quality level that had been set for that milestone. The product
is tested to that effect. The essential point of ZD milestones is
that nobody makes the milestone until everybody does, and nobody
leaves it until everybody does. This enables the team to discover
what aspects of the project are in trouble. Load balancing can occur.
Awareness of unknowns rises.
At a milestone, the team and its leadership also have the opportunity
to perceive the whole project status simultaneously, to draw conclusions
about erroneous practices, to remedy bad design decisions and to
reorganize for peak performance. Shipping is just the final milestone.
Though the external organization cares most about shipping, which
adds special pressure to that milestone, the team develops extraordinary
focus and introspection about each and every milestone.
6. Beware of a guy in a room.
This is really just a special case of "Don’t go dark."
Specialist developers who lock themselves away in a room, going
dark for long stretches, are anathema to shipping great software
on time. Without regard to their individual brilliance, before investing
a developer with a significant assignment, it is essential that
they understand and agree with the type of development program you
intend to run. They must be capable of performing on a team, making
their work visible in modest increments and subjecting it to scrutiny
as it matures. Some people find this intolerable, and though there
is a role for people of this disposition in the software world,
it is not as part of a team devoted to shipping great software on
time.
There are many pathologies at play here as well as certain healthy
patterns of creative behavior. One pathology is a type of savior
complex that cannot be satisfied without blowing every single deadline
but the last, and then emerging victoriously with a brilliant piece
of work five minutes late. A more healthy pattern is that of the
true innovator who is truly designing something great, but who has
no personal resources left over for anything but the work at hand.
Every ounce of psychological, emotional and intellectual energy
is being consumed in the work itself. Teamwork, in this case, is
an insignificant factor to a person immersed in this sort of creative
experience.
But whether or not the cause is healthy or bogus, the results are
uniformly fatal to the professional development organization. Beware.
Extricating yourself from this trap is nearly impossible.
7. Never trade a bad date for an equally bad date
Generally, you know you’re going to be late before you know
when you’re going to be done. Further, everybody on the team
and everybody they come in contact with knows you’re not going
to hit the schedule. The pressure to reset the end-date (or the
milestone date) is enormous. Even though your information is obviously
better now than when you originally set your goal, it is probably
insufficient to make a new schedule. This is because with each slip,
you and your team are spending your credibility. It is essential
that after a slip, the next milestone be hit. This is so the team
believes in their ability to manage the project, and so that the
reserves of credibility are rebuilt for later consumption.
It is difficult to say precisely and in all cases when you should
"officially" slip. A good general rule is that the schedule
should be reset when the total extent of the slip is known for each
component, the causes of the slip are understood, and remedies are
in place. Usually, this takes the effort of the entire team and
its leadership, and must be an explicit, focused activity. After
this level of work is achieved, create a new, closer and more conservative
milestone which the team is very likely to hit, and promulgate that.
Avoid just sliding the schedule out. Your near-in milestone should
be extremely realistic, and uncertainties about later milestones
will remain and should be highlighted.
8. When slipping, don't fall.
Slipping is what happens when information that was unknown becomes
less unknown. Though slipping is widely perceived to be a "bad"
thing, it is the symptom of a good thing, as a fever is the sign
of the body’s immune system at work. Although it is undesirable
to have so many unknowns that slippage occurs, it is not an unusual
situation, and may even be the norm. This is because much of contemporary
software development is essentially experimental, i.e., new platforms,
new operating systems, new programming technologies often coalesce
on new programming projects to create a high degree of uncertainty.
In order to avoid calamity, certain measures should be undertaken
in connection with a slip. Ideally, one or more of the pre-identified
unknowns caused the slip. It is important that everybody involved
understand that the risk to the schedule had been known previously.
Alternatively, it is essential to understand how the unknown/s had
come to be overlooked. How this gap occurred should become part
of the group knowledge for future success. Also, determine whether
or not people are working on the correct things. Often, slips occur
because members of the team become occupied with features of marginal
consequence, or features that are not part of the core product message.
If the slip was a surprise, your communications system is broken,
and dramatic communications efforts are required. Large amounts
of detail must be brought to the surface for everybody on the team
to see. Assess the reality of all current near-term estimates. Expose
denial. Team defensiveness will have to be pushed back for the purposes
of group learning. Slips reveal your team’s weaknesses, presenting
a good opportunity for insightful management and mentoring. Make
sure that each individual who has a role in the slip receives the
needed guidance and support.
Slips are also an opportunity to re-evaluate the feature content
and resource loads, generally with an eye toward decreasing the
features and shoring up weaker areas on the team.
A good slip should be a net positive.
9. Low tech is good.
A smaller effort is almost always more desirable than a larger
one. Shipping great software on time requires that we value an understood
solution much higher than one fraught with unknowns. Keep in mind
that customers would almost always rather see progress than promises.
10. Design time at design time.
The product will ship when the design can be shown to be implemented.
Developers and their managers often ignore the exigencies of time
when creating a design. Instead, they should consider the implementation
time as a critical design element. When evaluating alternative design
decisions, the one that takes longer to implement is consuming more
time and should therefore be disadvantaged in comparison to the
alternative. This must always be weighed. Often, when appropriate
design value is awarded to timeliness, implementation time can be
substantially compressed.
11. If you build it, it will ship.
Conversely, if you don't, it won't. The product should be built
every day, along with all setup scripts and on-line help, in a public
place, where QA can conduct appropriate assessment of daily status,
and the entire team can observe progress or its lack. This is the
single biggest indicator that a team is functional and a product
being developed.
12. Portability is for canoes.
And system software. Even discounting the added development burden,
with the addition of each additional platform the job of QA increases
substantially. While clever QA management can minimize the burden
somewhat, the complexity of multi-platform support is beyond the
reach of most development organizations. Place your bets. Demand
multi-platform support from your system software vendor, then build
your product on the absolute fewest number of platforms possible.
Great Software
13. Enrapture the customers.
Most software is a renewal business. Customers buy multiple releases
over a relatively long period of time. As a consequence, the market
has a deep understanding of your software and its flaws, and your
organization and its flaws. Often, the market has grown uncomfortably
dependent on software that doesn't meet its needs. In many software
situations, customers spend hours per/day uncomfortably shoe-horning
their lives into your product. As a consequence, they crave your
understanding, and will respond enthusiastically to the least sign
of it. Normal success, meeting customer expectations, means to improve
the most outrageous and flagrant violations of their needs from
version to version. They will likely stay with you if you are faithful
about that, though they may well be sullen if not mutinous.
Great software, however, requires that you pivot your entire technology
so that it flows in the direction of their deepest needs. You must
innovate in ways that clearly affirm their inarticulate desires.
Surprise them by articulating and resolving in your product concerns
and fantasies that heretofore had been rumbling about only in their
pre-conscious. The fantasies of the market are generally centered
on issues of empowerment, control and security. The market wants
to be able to do things with its computers that it currently can't.
Customers often find they can't even publicly admit these needs
for fear of computer illiteracy. They derive value and security
from being able to apply your software. To admit that they can't
do what they want to do requires a sense of security beyond most
customers’ reach.
Market understanding is the foundation of great software. To repeatedly
demonstrate through a series of two or three releases that you genuinely
understand the market will result in enormous customer loyalty and
brand equity. You will be viewed as the source of the market's empowerment.
They will be rapturous.
Gaining this understanding and embodying it in your software requires
skill, tenacity and creativity. You must recognize the central market
need and organize all your technology and communications efforts
in the direction of satisfying that need. While good listening,
careful observation and concept testing will be required for you
to identify the correct need, addressing it in your product will
have these effects:
- 1. It will appeal to the customer's sense of security.
- 2. It will extend the customer's control.
- 3. It will be such that if all else were dropped from your product,
but the central need was met in unique ways, the product would
be compelling.
- 4. It will clarify your product messages.
- 5. It will simplify your product's use.
14. Remember one thing: Unity.
Unity is the master principle of great software. Each element in
the product is necessary to the value of the whole and all necessary
elements are there. Since everything you need is there, you aren't
tempted to go beyond the present experience, and since nothing is
there that isn't required, your absorption into the world of the
product will not be disturbed. Unity of purpose and unity in execution
should be the hallmark of your team. Unity is achieved in a product
by following certain creative principles (#15-#19, below), whether
intuitively or consciously.
15. State your theme.
Theme is the dominant idea that constitutes the basis of the design.
All of the values of the product must stem from the theme. In order
for people to comprehend the theme, it must be rendered with surpassing
clarity. Theme is analogous to purpose. The more specific the purpose,
the greater the effect. Having a theme to the product will require
that you eliminate or at least minimize orthogonal values. This
is painful and involves risk.
16. Vary it.
Variation is the theme restated and elaborated in slightly altered
and embroidered ways. Variation is the means by which we intensify
the user's comprehension and appreciation of our theme, and leverage
his/her growing consciousness in new ways.
17. Balance it.
Allocate appropriate emphasis among the various elements of the
product. If a key component supporting the theme, encountered every
time the thematic function is enacted, is weak, the theme is weakly
stated and the product will be justly criticized.
18. Evolve it.
Evolution is when earlier parts determine later parts. Lessons
learned in one part of the product apply to the others. Things progress
in a way that is pleasing. Outcomes, if not predictable, are satisfying
because the product foreshadows them in countless ways.
19. Your product should be a hierarchy.
Hierarchy is when the elements of the product gain attention in
proportion to their importance. Closely related to the property
of balance, hierarchy provides a means for establishing and evaluating
balance. If the theme is the top of the hierarchy, elements at the
next level have balanced value with respect to each other, all equally
supporting the thematic function, and so on throughout the rest
of the hierarchy.
20. Establish a shared vision.
It seems absurd to even have to state this, yet it is perhaps the
most difficult thing of all to achieve. Everybody on the team must
know what they are trying to achieve, what the finished product
will look like, what the basis of the product strategy is, and when
they must deliver it in order for it to have its intended effect.
Contradictory visions must be resolved and unified. Harmonious purpose
must be achieved, or greatness is out of the question and even shipping
becomes infinitely more complicated.
Shipping
21. Get the team into ship mode.
There is a moment on every development project when it is ideal
for a team to enter ship-mode. Ship mode is a high performance period
characterized by efficiency and determination. It is a period of
flow. Before a team can enter ship mode, several pre-requisites
must be satisfied.
- 1. Shipment must be the next milestone.
- 2. Everybody (or nearly everybody) must believe that achieving
the milestone is possible.
- 3. All members of the team must understand precisely what they
must do prior to shipping. All unknowns are factored out.
- 4. Management must lead the team to ship mode by entering ship
mode first. That is, superfluous management hoo-ha is eliminated,
the manager’s awareness of detail climbs, fire-drills and
other de-prioritizing activities are eliminated entirely and tremendous
focus is brought to bear.
- 5. The team must desire to ship. Generally, a complete awareness
of the effect of shipping (or not shipping) will create desire.
The team becomes especially vigilant about thinking things through,
and looking for traps. Check-ins are made with extra precaution.
Stabilization of the product is the principle goal. All development
is complete but for bug fixing.
The endgame, the last stage of shipmode, is different yet again.
It is conceptually a very simple exercise. There is a list of activities.
When every activity on the list is complete, you ship. Though the
list might have hundreds or thousands of items, it is still just
a list. There is no time for any effort that does not contribute
toward completing the items on the list. Everybody is expected to
complete their items as promised. As unanticipated items arise,
after appropriate resistance, they are put on the list.
A daily meeting should be established, with final decision-makers
in attendance. Agenda is ad hoc, assembled at the beginning of each
meeting. No item is postponed that can be handled now. The team
is aware that all issues can be brought to this meeting for expeditious
remedy. Management is involved, leading the team toward their goal.
The goal is an acceptable quality level at ship time. Only showstopper
bugs should be addressed at all. Showstoppers are bugs that will
either effect more than a handful of users or will cause unacceptably
serious errors. Cosmetic changes, performance enhancements, new
functions are not appropriate changes. The purpose of beta feedback
during this period is to prove there are no showstoppers, provide
advance warning of unanticipated market reaction and provide input
to the next release.
Understand the range of quality that is acceptable to your customers.
How many low priority bugs did your product ship with last time?
Was it a problem? Are the customers better off with this product
including this bug? Since destabilizing the software is more of
a problem than most bugs, be very careful about which bugs you fix.
This is why we have "ReadMe’s" and bug lists.
Shipmode is basically a succession of daily milestones climaxing
with the product’s shipment.
Many thanks to the staff and management of the Visual C++ Business
Unit at Microsoft, from whom I learned and plagiarized these ideas.
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