Archive for the ‘Examining Agile Practices’ Category.

Agile’s Second Chasm (and how we fell in)

Some years back, I remember the excitement in the Agile community when the general public started taking us seriously. The common reaction went from “Get away from me, crazy people,” to “That’s interesting; tell me more.” It felt like the car we had been pushing uphill had finally reached the crest.

At the time, it was very exciting. In retrospect, perhaps that was the beginning of our doom: the car passed the crest, picked up speed, and careened out of control. Now the state of the Agile world regularly embarrasses me, and I think I’ve figured out why.

The first chasm

Geoffrey Moore’s seminal book “Crossing the Chasm” is about a gap between a product’s early adopters and the rest of a market. Writing in 1991, he looked at why disruptive technology products fail, and concluded that there was an chasm between the early market for a product and everyone else. Some companies fall in, some cross it to success.

crossing-the-chasm

The essence of this is that the early market, who are circa a sixth of the total market, are different. They are comfortable with changing their behavior, and are eager to do it to get a jump on the competition. In contrast, early mainstream purchaserswant evolution, not revolution. They want technology to enhance, not overthrow, the established ways of doing business.”  Later mainstream purchasers don’t want to change at all; they do it because they have to. For a physical technology product, that mainly shapes marketing and product accessories like support and documentation. But what does that mean for something as ethereal as a development process or a set of values?

The second chasm

You can’t buy an idea. Instead, people buy things like books, talks, classes, and consulting services. By and large, those buyers don’t measure any actual benefit. When wondering whether they got their money’s worth, they go by feeling and appearance.

For early adopters, that can be enough. As people who seek sincerely and vigorously to solve a problem or gain an advantage, they are strongly motivated to find ideas of true value and to make them work. But for the later adopters, their motivation for change isn’t strong. For many, it’s merely to go along with everybody else, or to appear as if they are.

Because those later adopters are numerically greater, they’ll be the majority of the market. And unlike early adopters, who tend to be relatively self-sufficient, they will consume more services, making them an even bigger influence. They’ll also tend to be the least sophisticated consumers, the least able to tell the difference between the product they want and the product they need.

Putting that together, it suggests that when people want an idea, the most money can be made by selling products that mainly serve to make later adopters look or feel like they’re getting somewhere. Any actual work or discomfort beyond that necessary to improve appearances would be a negative. Bad products and bad ideas could drive out the good ones, resulting in a pure fad. The common perception of the idea would come to be defined by the majority’s behavior and results, burying the original notion.

That’s the second chasm: an idea that provides strong benefits to early adopters gets watered down to near-uselessness by mainstream consumers and too-accommodating vendors.

Agile fell in

From what I can see, the Agile movement has fallen in the second chasm. That doesn’t mean that there aren’t bright spots, or people doing good work. You can, after all, find old hippies (and some new ones) running perfectly fine natural food stores and cafes. But like the endless supply of grubby, weed-smoking panhandlers that clutter San Francisco’s Haight-Ashbury district, I think there is a vast army of supposedly Agile teams and companies that have adopted the look and the lingo while totally missing the point.

Originally, I based this notion on the surprising number of people I talked to who were involved in some sort of Agile adoption that was basically bunk: Iterations that weren’t iterating. Testing that wasn’t testing. Top-down power relationships. Cargo cult Agile. Fixed deadlines and fixed scopes. Teams that aren’t teams. Project managers who pretend to be Scrum Masters. Oceans of Scrumbut.

That could have just been me, of course. But over the past year or so I’ve talked to a number of Agilists that I met in the 2000-2003 timeframe. They have similar concerns. “This isn’t what we meant,” is something I’ve heard a few times, and I feel the same way. Few these days get the incredible improvements we early adopters did. Instead, they get little or no benefit. The activity of the Agile adoption provides a smokescreen, and the expected performance gains become a stick to beat employees with.

Honestly, this breaks my heart. These days, every time an acquaintance starts off saying, “So now we’re ‘doing Agile’ at work…” I cringe. I used to be proud to be associated with the Agile movement. But although I still love many of the people involved, I think what happened is a shame. Looking back, I see things I wish I had done differently, things I intend to do differently next time. Which makes me wonder:

  • Have other early Agilists noticed this?
  • If you had it to do over again, what would you do differently?
  • To what extent do you think the problem is solvable?

I’d love to hear what other people think, be that via email, on Twitter, or in the comments below.

Why estimate?

Much has been written on the subject of how to estimate the effort involved in developing software products. Some Agile teams use Story Points as their estimation units. Others estimate in Ideal Days. Still others use one of these plus Task Hours to help refine their estimates. Planning Poker is a popular method for quickly arriving at group consensus on estimates.

My own earliest attempts at estimating predate the Agile era by a couple of decades. In the beginning I used a technique that has probably been tried (with varying degrees of success) by many others:

  1. Break the development effort into as many small tasks as you can think of
  2. Estimate each of the tasks in hours
  3. Add all the estimates together
  4. Apply sufficient “padding” for comfort
  5. Hope the boss buys it

Estimation’s main purpose

There’s no doubt that the more recent Agile estimating techniques are much better than what I started out with, and I’m glad that so much effort has been put into developing these methods. Even so, I believe it’s easy to lose sight of the purpose behind estimating, which can be summarized as follows:

The purpose of estimating is to provide the customer with a predictable development schedule.

Predictable is the operative word here. With a truly predictable schedule, the customer can derive the information that is most important from his or her point of view. Given a predictable schedule, the customer can answer important questions, such as:

  • How much will this development cost?
  • Will we be able to hit the market window?

In other words, the customer is probably not interested in the accuracy or precision of your estimates in and of themselves. The customer is more likely interested in the predictive power of your estimates. Given that, you want to focus your estimating efforts on things that provide predictability.

Duration should be derived, not estimated

I like to encourage teams to focus on estimating User Stories in Story Points, and to discourage them from estimating tasks at all, largely because coming up with Task Hours doesn’t seem to contribute much to the goal of providing the customer with a predictable schedule. Admittedly, estimating Task Hours may help to inform the team about how good or bad it is at estimating duration, but that’s a metric that’s not directly useful to the customer.

What is directly useful is duration that is derived from a team’s demonstrated velocity. Given a velocity in units of Story Points per iteration, plus knowledge of how many Story Points remain in a development effort, the customer can quickly and easily predict the development schedule.

What is “the simplest thing that could possibly work”?

Anyone with even the slightest exposure to eXtreme Programming has heard the phrase “do the simplest thing that could possibly work.” While this precept is typically applied during the process of writing code, I’ve also heard it mentioned during design discussions. I bring it up myself during estimation sessions as a reminder to estimate the simplest implementation of a user story one can imagine.

I’ve also heard it misquoted as “do the easiest thing that could possibly work” and even “do the quickest thing that could possibly work.”

It’s not necessarily the easiest thing

Although the simplest thing that could possibly work might sometimes also be the easiest thing, it often is not. For example, the easiest thing might be to copy and paste a section of code in order to duplicate its functionality in another part of a program. But is that the simplest thing? I believe it is not.

It’s not necessarily the quickest thing

The simplest thing that could possibly work might sometimes also be the quickest thing, but there aren’t any guarantees. The use of short variable and method names might be quicker (because it saves typing time) than the use of longer, more meaningful names, but is it simpler? Again, I don’t think so.

What does simple mean?

Here’s my working definition: Something that is simple is neither complex (meaning having more parts) nor complicated (meaning difficult to understand).

In the first example above, the easiest thing is not the simplest thing because doing the easiest thing (rubber-stamping the code) introduces complexity.

In the second example above, the quickest thing is not the simplest thing because doing the quickest thing (using short names) introduces complication.

Conclusion

If you want to do the simplest thing that could possibly work, look for a solution that is both easy to understand and lacking in unnecessary complexity.

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