9 Signs of Bad Team Spaces

One of the most popular articles here is 10 Rules For Great Development Spaces, so I thought I’d follow up by explicitly listing signs of bad spaces. These are my top 9, but I’d love to hear what others people have noticed.

  1. People wearing headphones. Part of the reason to sit together is to listen to one another. If team members are wearing headphones, they can’t do that. Don’t blame them, though; figure out what noise or distraction drives people to do that and eliminate the root problem. And if they aren’t part of the team, move them elsewhere.
  2. Stale artifacts on the walls. Every artifact on the wall should be there for a reason. If there are a lot of stale plans, charts, or lists on the walls and whiteboards, that’s a sign of trouble. Immediately prune the junk!
  3. Workspace as information desert. Development teams turn knowledge into software products. Rather than requiring effort to find things out, a good workspace requires effort to avoid knowing what’s going on. Bare walls often indicate low collaboration or high confusion.
  4. Minimal interaction. If team members sit near one another and never talk, it’s often a sign of an underlying problem. I’ve seen this caused by bad relationships, code silos, excess division of labor, too-long release cycles, excess schedule pressure, and plain old shyness.
  5. Furniture as barrier. Furniture should help you work, not get in the way. Barriers are great to reduce noise and chaos at team boundaries, but true teams should be able to share space and collaborate effectively.
  6. Sad or ugly spaces. You will likely spend more waking hours in this room than any other. Shouldn’t it be nice?
  7. Seating by job description. Agile approaches require cross-functional teams to make whole products. If people are grouped by job description, that is at least a barrier to collaboration, and often a sign of unhelpful silos. Group people by project instead.
  8. Space and furniture as status markers. In some companies, being distant from the action is a sign of status. On Agile teams, that’s a mistake. Instead of using rooms and desks to indicate hierarchy, give people the tools they need to do their jobs.
  9. No laughter, no fun. This is a big one for me. Every really productive team I’ve visited enjoys the work and their fellow team members. Money can make people show up, but it’s joy that gets the best results.

That’s my list. What’s yours?

Proactive versus reactive

Somebody recently asked me if Agile approaches aren’t essentially reactive, with Waterfall being proactive. It’s a good question, and I’m sure there are a lot of interesting answers. Here’s my take.

Proactively reactive

In terms of product produced, you can be more proactive in an Agile context than you can in a Waterfall context. With Waterfall methods, you just have to hope your designs and plans are correct, reacting massively after each large release. With Agile approaches you can continually test your assumptions and hypotheses, allowing you to eliminate bad ideas early and invest more resources in areas that have been proven to deliver more long-term value.

Some Agile shops may end up stuck in purely reactive cycles, with no long-term plans. (I don’t see that much.) But the good ones are continuously updating their plans based on the new information that you can only gain if you can release frequently. It has been said that Waterfall is plan-driven, while Agile methods are planning-driven. Having tried both, I think frequent plan improvement is much more proactive.

The Agile conversation

Another way to look at it is that Agile approaches proactively take advantage of people’s reactive skills by creating situations where their reactions will be maximally useful.

Conversations are in some sense essentially reactive: you say something, I respond to it, you respond in turn. But we can proactively decide to have a conversation and expect to get something useful, perhaps novel out of it.

Agile approaches have conversations with markets and user communities, using new releases to advance the discussion. We release something and say, “How about this?” People respond: they love X, they hate Y, and how did you miss Z! We release another thing and say, “Is this better for you?” And so the conversation goes, week after week.

Defining developer productivity

Can you measure the productivity of an individual developer or team of developers? Do you really want to? If the answers to these questions are “yes”, the first thing you’re going to want is a clear definition of productivity.

(I was inspired to write this article by a thread in the scrumdevelopment Yahoo! group titled Executives Tracking Individual Developer Productivity?  The originator of the thread wrote about a real issue in his company that had to do with the CEO wanting to measure the productivity of the company’s developers based on the principle that  “you can’t manage what you can’t measure.”)

Productivity good!

We can probably agree that productivity (in the abstract) is a good thing, but can we agree about what it means concretely? For starters, what are the “units” of productivity for individual people or teams?

For example, we can compare the gas mileage of vehicles to each other in units of  “miles per gallon”, and we would probably agree that vehicles with higher numbers are more productive.

What units could we use to compare individuals or teams in a similar fashion? One commonly-employed notion from our past, and one that we have thankfully left behind, is that developer productivity could be measured in lines of code produced in a given period of time. But if that’s behind us, what are we left with?

Productivity defined

The business novel The Goal defines productivity as follows:

“Productivity is the act of bringing a company closer to its goal. Every action that brings a company closer to its goal is productive. Every action that does not bring a company closer to its goal is not productive.”

Sounds simple enough. Now all we have to do is to figure out what the company’s goal is, and we’re there.

Do you know what your company’s goal is? Not its mission statement, but its goal? Is your company in business for a profit, or do you work for a non-profit concern? Most of us, I believe, work for companies interested in making a profit. And if that is so, then most companies’ goals might very well be as simple as making a certain amount of profit per year.

But we’ll probably want to measure the productivity of our developers more frequently than once per annum, so we might express the productivity of an individual or team in terms of “profits earned per iteration”.

The thing is, can we actually measure the contribution to profits made by an individual developer or even a team of developers? Offhand I’d say that this is a difficult proposition, at best.

However, I contend that if we cannot correlate the productivity of an individual or team with profits, then there really isn’t much point in trying to assess that productivity in the first place.

Looking where the light is better

There’s on old joke about a man who is searching the area around a corner streetlight. A second man comes along and asks him what he’s doing, and the first man replies, “I’m looking for a quarter that I dropped.” The second man joins in the search, but neither man is able to spot the lost coin. Finally the second man thinks to ask, “are you sure you dropped it here?” The first man replies, “no, I dropped it in the alley, but the light’s better here.”

In a for-profit company, attempting to measure the productivity of a developer in any terms other than contribution to profits amounts to looking where the light is better. In other words, don’t measure something just because it’s convenient to measure.

The myth of “undesigned”

Some teams talk as if design is something you can add to software later, saying, “Oh, that interface we built hasn’t been designed yet.” That way of thinking is based on a fundamental error.

The problem

Many real-world teams treat certain kinds of design, including visual design, user interface design, and interaction design, as quantities that you can add later. Often this is done with the best of intentions.

For example, the team’s designer may be unavailable, so the rest of the team will get to work on a story, building an obviously rough interface. If, by the time they’re done, the designer still isn’t available, the product owner might accept the story as complete, making a mental note to come back later, perhaps much later.

When somebody external comments on the ugly interface, the developers might say, “Oh, that hasn’t been designed yet.” They’re wrong.

Software is nothing but design

People often talk about software with an implied analogy to industrial production. One group of people makes up some blueprints, and then an entirely different group of people makes physical objects. That second group is judged not by the utility of the objects, but by conformance to the design. This can sometimes be a useful analogy, but in an important way it’s entirely false.

In truth, the creation of software is 100% design. The computer does all the work of making things happen in the real world. The software is just the blueprint the computer uses to decide what to do. In the same way that a good manufacturer is one that follows the instructions well, a good computer is one that executes the software faithfully and reliably. All the humans participating in the creation of software are involved in a joint design activity.

“Not designed” is badly designed

So if software is pure design, then what’s going on with the ugly interface? The notion that it is somehow “not designed” is wrong. It’s just badly designed. Why does that matter? Because good design isn’t something you can spray on later like a new coat of paint.

Programmers already know that for the kinds of design they appreciate. Good developers try hard to avoid  spewing out reams of confusing, badly organized code that they hope to clean it up later. They know that’s wasteful, and likely to hide tricky problems. Tactically, they may choose to leave certain things messy for a short period. But experienced developers do that judiciously, painfully aware of how easily a controlled low-quality situation can turn into an uncontrolled one.

Teams should have the same attitude about every kind of design that matters for their project. Each story should be well designed from every perspective before it is declared complete. That sounds like it could be a lot of work, but it needn’t be. As with the software architecture, other sorts of design can be approached incrementally and iteratively.

The only hard part is making sure that you have all key contributors working together. The easy way to do that? Put them all in a room, and have them release something every week. They’ll figure it out.

Software engineering isn’t

There’s a long tradition (since 1968, according to Wikipedia) of looking at software development as an engineering discipline. But calling software development engineering is something like adhering to the letter of the law, rather than to the spirit

Software development is about acquiring knowledge

If you think of software development as strictly an engineering discipline, you might be inclined to believe that the job of a software engineer is to apply his or her previous knowledge and training toward solving a particular problem. And you’d be right, to a point, because knowledge and training are important aspects of software development.

But you’d also be missing the key factor, that software development is mostly about acquiring new knowledge. Software developers are always engaged in the following pursuits:

  • Discovering what to build
  • Discovering how to build it

This goes a long way toward explaining why so much software is custom software. If software development were entirely an engineering discipline, it is conceivable that we would be able to construct just about any software application by plugging together the proper parts, chosen from a catalog of well-known, existing components. The fact that we aren’t even close to being able to do that is an indication that we still have a lot of discovery ahead.

Discovering what to build

How do we discover what to build? By working closely (and continually, if possible) with the customer. By getting feedback as often as possible from real users, and by constantly applying that feedback to the product under development.

Discovering how to build it

From the developer’s perspective, this is a career-long pursuit, as new techniques for building software are always appearing. As software developers, we can provide the greatest benefit to our clients by being aware of new developments in the field, but tempering that with the client’s needs to meet specific schedules and cost targets.

For any particular product, we can practice Test Driven Development (TDD) and encourage emergent design, so that we avoid imposing our own pre-conceived (engineering) notions on the product, and instead develop just what the client needs (and no more).

Avoiding the knowledge transfer bottleneck

In software development there are many ways to transfer the knowledge about how to build a product to the people who do the actual building. Production can be severely hampered, however, if that knowledge is being produced more rapidly than it can be consumed. This is the knowledge transfer bottleneck.

I recently hosted a workshop that let participants experience three different ways of transferring knowlege in a production environment. The product, in this case, was a paper airplane of unusual design. The idea was to try different ways of transferring the knowledge about how to build the airplane from the “chief designer” (me) to the production workers, and to compare the relative productivity of the different methods, which were:

  • Documentation - The workers were given written instructions (22 steps worth) for building the airplane.
  • Reverse Engineering - The workers were given a completed airplane which they could study in order to reproduce the steps required to build it.
  • Mentoring - The “chief designer” built an airplane step by step and the workers replicated each step as it was performed.

The experiment was conducted in two phases. In the first phase, all 8 participants used the Documentation method. In the second phase, one team of 4 tried Reverse Engineering, while the other team of 4 tried Mentoring.

The results were interesting. Using the Documentation method, only one person out of a total of 8 came close to being able to build the airplane at all in the 5-minute period allotted.

Using the Reverse Engineering method, 1 person out of a total of 4 produced a completed airplane in 5 minutes.

Using the Mentoring method, each of 4 team members produced a completed airplane, and in less than the 5 minutes available.

The knowledge transfer bottleneck in software

In a software development effort, knowledge transfer takes place all the time, and it’s easy to imagine a software developer in the “chief designer” role described in the exercise above.

Let’s say I’m a developer who has discovered, and written the code to implement, a technique for binding some data to the controls in a user interface, and that this technique forms a pattern that my fellow developers want to know about. If you were one of my fellow developers, would you rather I (a) gave you a document I had written about the technique, (b) told you where the code was and suggested you figure it out for yourself, or (c) paired with you to implement the pattern for a new set of data?

Now, certainly, pairing with you takes more of my time, and might seem less efficient from my viewpoint. After all, I could be off designing the next pattern, and the one after that. But the  productivity of the team as a whole, rather than my personal productivity, is what’s important. And mentoring helps increase the team’s productivity by avoiding knowledge transfer bottlenecks.

Slow down to boost profits

A team in which everyone works at top capacity has got to be the most productive, right? This article explains why it ain’t necessarily so.

(Note: I didn’t invent the exercise described here. I first saw something like it presented at the Agile2006 conference by Ashley Johnson and Rich Phillips of Valtech Technologies, Inc.)

The assembly line analogy

I recently conducted an exercise with the folks at North Bay Agile in which two teams formed assembly lines for folding paper airplanes. Each assembly line consisted of a number of distinct operations, as follows:

  • Operation 1 - Get raw material (a sheet of paper) from stock.
  • Operation 2 - Fold inward lengthwise, then unfold.
  • Operation 3 - Fold top corners inward.
  • Operation 4 - Fold sides inward, fold in half, fold wings down.

In the first shift, every member of each team worked at top capacity. The result: Each team produced about a dozen airplanes in 5 minutes.

But then I had each team fill out a “profit and loss” statement. They got credit for “selling” all planes produced, but they were also debited for the labor and material costs of uncompleted airplanes (which stacked up in front of Operation 4, the bottleneck). The financial news: Both teams incurred a loss.

In the second shift, the teams were instructed to slow down to match the rate of the slowest operation. This was accomplished by creating a “buffer zone” before each operation and following a rule which said, “you can’t pass your work on to the next operation until that operation’s buffer zone is empty.” The result: Each team still produced around a dozen airplanes in 5 minutes.

When the profit and loss statements were filled out a second time, each team showed a profit. This was directly due to the fact that no work-in-process inventory built up, thus reducing the amount spent on materials and labor.

The most obvious difference in the overall activity of the assembly lines from shift to shift was that, in the second shift, the upstream operations were sometimes idle. By slowing the upstream operations to match the rate of the slowest operation, both assembly lines increased their productivity.

Increasing productivity stepwise

After the first shift in the exercise, the inclination of several participants was to try to find ways to improve the performance of the slowest operation. As the second shift demonstrates, however, a simpler first step is to just slow down all of the upstream operations to match the rate of the slowest operation.

The business novel The Goal outlines a process for increasing the productivity of a manufacturing system:

  • Step 1 - Identify the system’s bottlenecks.
  • Step 2 - Decide how to exploit the bottlenecks (e.g. don’t let a bottleneck be idle).
  • Step 3 - Subordinate everything else to the above decision (e.g. throttle back the upstream operations).
  • Step 4 - Elevate the system’s bottlenecks (e.g. speed up a slow operation).
  • Step 5 - If, in a previous step, a bottleneck has been broken (i.e. a bottleneck is no longer a bottleneck) go back to Step 1.

 As you can see, the recommendation is to slow down all non-bottleneck operations before trying to speed the bottlenecks up.

How does the assembly line exercise relate to software development?

Although software development is not the same as manufacturing, there are situations in development that exhibit the characteristics of an assembly line. Suppose, for example, that you are a developer building components for use by other developers. If you (the upstream operation) produce components at a rate faster than the other developers (the downstream operations) can understand and use them, you can create a bottleneck, causing excess “inventory” to build up.

Software development is about creating and sharing knowledge

Here are some simple things to remember when considering whether it is more profitable to work at top capacity or to be idle part of the time:

  • Knowledge is the inventory of software development
  • People consume knowledge at their own rate
  • Creating knowledge faster than it can be consumed causes excess inventory
  • Excess inventory reduces profits

In other words, working at your own top capacity may not be the positive thing you think it is. If you’re producing software components at a rate greater than the rate at which they can be put to use, you could be hurting the bottom line.

Fad-proofing your Agile adoption

As Agile methods become more popular, they risk turning into a pointless fad. Here are my tips for avoiding that trap on your own projects.

Agile is the new black

A friend of mine is a founder at a startup that’s very Agile: weekly iterations, releasing 2-10 times a month, heavy test coverage, and lots of pair programming. He met for coffee with a friend of a friend, an executive in charge of building his company’s first significant piece of software. Part of the conversation went like this:

My friend: So, how are you developing your software?

Executive: We’re doing Agile!

My friend: That’s great! We started out two years ago with a typical Extreme Programming set of practices, but since then we’ve made a number of significant changes, including [list of new and modified practices]. And we’re still continuously improving. How about you?

Executive: We’re doing Agile!

My friend: [Sighs, shakes his head sadly.] Nice weather we’re having, isn’t it?

In my experience, this is becoming more and more common: somebody hears that Agile is what all the cool kids are doing, so they take a very shallow understanding of what that means and run with it. This rarely works out well, and always puts me in mind of somebody who goes to a buffet restaurant and makes a meal out of the desserts. It’s theoretically appealing, but the long-term costs are fearsome.

Fad-proofing your Agile adoption

Agile methods have become popular because there’s real value to them. However, just jumping on the bandwagon won’t do you any good. Take the time to think through what you’re trying to achieve. Do an Agile adoption poorly and people may become cynical enough that you won’t have another chance. Here are 10 things you can do to help:

  1. Focus on what works - Your team isn’t there to create process or make software. You’re there to deliver sustainable long-term value via software. Use that as your primary ruler to measure success.
  2. Don’t expect miracles - There are no silver bullets! Agile methods don’t fix your problems for you; they mainly make the problems obvious quickly, so you can solve them yourselves.
  3. Give yourself room - Thinking that “doing Agile” must be quick and easy, many teams don’t allow enough time to learn how to make the practices work well for them. Allow for an initial productivity hit, one that will get paid back richly down the road.
  4. Don’t get suckered - Now that “Agile” is a big buzzword, there’s an equally big incentive for consultants and authors to sell you Agile lite, the software process equivalent of cotton candy. Don’t fall for it!
  5. Don’t just “do Agile” - I’ll tell you a secret: there is no “Agile” that you can do. There is a collection of Agile methods; you can do any one of them. There are a whole host of practices to adopt. But unless you know enough to tell them apart, you don’t know enough to do any of them well.
  6. Get help from people who have done it - As a coach, I’m probably a little biased, but I think everybody who tries an Agile approach should involve somebody who’s done it before. Whether that’s a key player, a manager, or a coach doesn’t matter much. But it’s hard to learn Agile methods from books, let alone a couple of articles on the web.
  7. Track and pay down your debt - Part of an Agile adoption is raised standards. That leaves most people with a lot of cleanup to do. Make a list of all your code debt and testing debt, and have a plan for paying it off.
  8. Push power down - Agile methods do best in a context where teams are given broad latitude to solve problems on their own. Focus on supporting rather than directing your Agile teams.
  9. Improve continuously - An Agile method isn’t something like a turbocharger that you bolt on once and then use forever. If you aren’t having regular retrospectives and continually improving your process, you’re not Agile.
  10. Use your ignorance for good - One of the biggest mistakes people make is thinking that even though they’ve never used an Agile approach, they know enough to make big changes to it from day 1. Instead, accept that you’re trying something truly new to you, and act like it.

Feedback wanted

Have any war stories about the dangers of being fashionably Agile? How about tips on doing it right? I’d love your comments, and other readers would, too.

P.S. Hat tip to my old pal Christopher DeJong for the phrase “Agile is the new black”.

The 3 kinds of code

You can look at any chunk of code as belonging to one of three categories. Confusion between them plus a misunderstanding about the relative cost lead many people into trouble. With a little communication and some discipline, you can save yourself a lot of pain.

The 3 kinds

A few weeks back, I had to help smooth over a conflict between two co-workers. One was a seasoned developer. The other was a businessperson who just wanted some things added to their company’s web site. The conflict arose because they had very different ideas of the costs of software.

For their purposes, there were three plausible paths to take, matching the three kinds of code:

  • Temporary - Code written with a plan to throw away in a day, a week, or maybe a month. If it breaks, that’s ok — we were going to get rid of it anyhow.
  • Sustainable - Code that’s built to last. Well factored, well understood by the team, with strong automated tests, and generally meeting the team’s standards for something they’d happily maintain forever.
  • Half-assed - Everything in the middle. Code written by amateurs. Quick fixes that become permanent. Rush jobs. Things written when people say “we’ll clean it up later” and don’t.

When the businessperson expressed their desires, they wanted something cheap and quick. However, they didn’t want it to be fragile or throwaway; it had to be reliable and last indefinitely. They proposed bolting on an off-the-shelf solution that fell in the “half-assed” category. When the developer reacted poorly, they couldn’t understand why.

Follow the money

The misunderstanding comes because they had different perceptions of the costs:

businessperson
view
developer
view
Temporary low low
Sustainable high medium
Half-assed medium high

Given their perceptions, it’s natural that the businessperson would prefer the half-assed option. It’s more valuable to them than the temporary option. But doing things sustainably doesn’t get them any apparent increase in value, and they think it costs them more. Just as naturally, the developer resists what they see as the high-cost option.

In truth, they’re both right. They’re just looking at different sorts of costs. We can rewrite the column headers this way:

short-term
costs
long-term
costs
Temporary low low
Sustainable high medium
Half-assed medium high

The experienced developer is more aware of the long-term costs not only because they have more experience, but because long-term costs are generally thought of as their problem. As the maintenance costs of half-assed code add up, they won’t be attributed to last year’s excess schedule pressure from business stakeholders. Instead, the developers will be perceived as increasingly unproductive or unreliable.

Of course, that’s not just bad for the developers. It’s bad for the company as a whole. If a company’s costs for software continuously increase, that eventually becomes a powerful advantage for competitors who are more thoughtful and disciplined about their approach to software development.

Don’t fall in the trap

This is why many parts of the Agile world either explicitly or implicitly rule out the option of writing half-assed code.

Extreme Programming, for example, started out with a number of sustainability-focused practices, including pair programming, test-driven development, and merciless refactoring. As the book Planning Extreme Programming says, “With most of our planning, we assume that quality [is] fixed.” This continues up to the present day with efforts like Bob Martin’s Manifesto for Software Craftsmanship.

No matter what process you use, you can avoid the trap of half-assed code:

  1. Make sure everybody agrees that they are in it for the long haul.
  2. Educate stakeholders on how expensive supposedly cheap solutions are in the long term.
  3. Whenever people agree on a temporary solution, make sure that it is really temporary. In particular:
    • Agree in advance on the end date and expected issues. Write that down.
    • Budget for the costs of removing the temporary solution.
    • If a permanent solution is to follow the temporary solution, budget for that, too.
    • When the end date approaches, people will try to fudge it. Politely refuse, reminding everyone of the earlier agreement.

In addition, be constantly vigilant about half-assed code returning in disguise. For example, a lot of people get sold on outsourcing or offshoring because it looks cheap and easy. Sometimes it might be, but most of the projects like that I’ve seen are really half-assed code that got sold as sustainable. Just as dangerous is the cowboy coder who rides in to save the day, but leaves a lot of half-assed code behind for other people to deal with.

Mindful engineering

I’ve been pondering lately what was special about the teams I’ve been on that have felt the most effective to me. It wasn’t just a certain set of practices, though those were helpful. The essence, I think, was a certain openness to ourselves and to each other, a willingness to really look at what we’re doing and how what we’re doing affects the project, ourselves, and each other.

Retrospectives are a specific practice that provides regular opportunities for this kind of openness. But even more, when I’ve really felt productive there’s been a pervading attitude on the team that it’s always okay to take a moment to explore some interaction or event at a deeper, more personal level.

One day, on a team of four, we were programming in two pairs. At some point my partner and I noticed that the other pair had reduced to a solo. We asked, “Where’s your partner?” and he replied, “I think he got upset with me.” My partner replied, “Well, I hope we can talk about that later.” And the really amazing thing is: We did. The partner returned, and described what he had gotten frustrated about, and we were all able to talk constructively about how to deal with that kind of frustration.

Another day, on another team, also while pairing, I noticed my partner withdraw and get quiet. I wasn’t quite sure why, though I was aware that we had been debating some technical point. She started to go on with the task, but I stopped to ask what was up, and she said, “I’m just not getting much ‘Yes, and…’ from you right now.” We had both learned the “Yes, and…” principle from improv classes—which I highly recommend—and it was an easy way to remind ourselves to respect and build upon each others’ ideas rather than only pursuing our own. This quick check-in in the middle of a task short-cut what could have been a long period of frustration, leading instead to a productive, collaborative session.

As I said, this isn’t about specific practices as much as it is about a thorough willingness to talk to each other openly and to respect each others’ thoughts and feelings. Obviously, I think that Agile practices, especially retrospectives and pair programming (when done well), are a good way to foster this kind of openness. In fact, what first drew me into the Extreme Programming community was the openness to learning that it demonstrated.

In my short career up to that point, I felt that I wasn’t really learning much—I was already a pretty good programmer, but the really tricky problems on my projects were less about programming and more about communicating with each other and with the project’s stakeholders and about finding ways to keep everyone sane in the face of growing complexity and business uncertainty. These were the real challenges, but no one was really addressing them—until I found the XP community, who were meeting every month to talk about exactly these issues, and about what they were trying and what they were learning about them.

Now, of course, this kind of concern for how we work together is not the exclusive domain of Agile communities, though some of us often talk that way. The CMM community is likewise dedicated to trying new things and talking candidly about how they’re working, albeit with a more formal approach. The Space Shuttle software project case study described in the CMM book is actually quite an inspiring story of worker empowerment and process experimentation and improvement over time.

Why do many in the Agile community criticize the CMM, lumping it together with the straw man process known as “Waterfall”? I think that Waterfall is an example of formality in a process without authentic openness and introspection. When a manager looks at an undisciplined project and sees it spinning out of control, the most common reaction is to impose some control with some mandated formality. The CMM may be used as a framework for that formality, even though the authors of the CMM themselves strongly warn against using it to impose formality without honest assessment and openness to continuous improvement attached. (They even have nice things to say about XP.)

I’ve been exploring the practice of mindfulness lately, and I think it nicely captures the kind of openness and introspection I’m talking about here. Mindfulness can be practiced through activities such as meditation, improvisation, journaling, and reflective listening, and has documented benefits for compassion, empathy, concentration, and even happiness itself.

I can easily see the appropriate level of formality varying based on the nature of the project, but this quality of mindfulness seems essential to any endeavor. Agile methods tend to be moderate to low on the formality scale, and—when they work—high on the mindfulness scale.

How are you mindful of your work? How are you not?

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