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Imaginary problems are the root of bad software

cerebralab.com

291–300 of 511 posts

Re: Imaginary problems are the root of bad software

#291

If anything it's the incentive system in software industry, which is at fault. 1. No designer is given promotion for sticking to conventional designs. It's their creative & clever designs that get them attention and career incentives. 2. No engineer is paid extra for keeping the codebase without growing too much. It's re-writes and the effort he puts in to churn out more solutions (than there are problems) that offer…

With developers, incentive misalignment is just insane at all levels.

- There is bias towards rewarding more lines of code or more code commits (which is often the exact opposite of what characterizes good software design).

- There is bias towards rewarding speed of initial implementation (which often goes against medium-term and long term maintainability and ability to handle requirement changes which is usually far more important). The costs of this tends to fall on other developers who come in later and act as scapegoats for the 'apparent 10x developer'.

- The industry keeps dismantling narratives which would otherwise help to reward talent. For example, many companies dismiss the idea of a '10x developer' - Probably because they are aware of the previous point about the fast developer who cuts corners and creates technical debt for others. 10x developers do exist, but they're not what most people expect because paradoxically, they may be slow coders when it comes to LOC metrics and speed of implementation for new features; their code really only shines in the medium and long run and it improves the productivity of their colleagues too so it's hard to properly allocate credit to 10x devs and they only really matter on greenfield projects.

Re: Imaginary problems are the root of bad software

#292

Earlier quoted context omitted.

Great! Now try it in any other list view in any other app. Maybe the list of docs in https://docs.google.com ?

On my phone so it's hard to check, but Gmail's ctrl and shift clicks work really well and is intuitive to me. I'm shocked they wouldn't use the same mechanics everywhere. Best example: Gmail is one of the only webapps I'll ctrl click a few items at the top of the list, ctrl click a few in the middle, and then shift click to the bottom and it works exactly how I'd expect - everything stays selected and the shift+click…

For myself, I'd expect the items between 4 and 10 to be added to the selection: everything but 3 would be selected.

Having just checked, this is indeed what the file explorer on my desktop does, and I'm pretty sure windows file explorer does the same.

Re: Imaginary problems are the root of bad software

#293

If anything it's the incentive system in software industry, which is at fault. 1. No designer is given promotion for sticking to conventional designs. It's their creative & clever designs that get them attention and career incentives. 2. No engineer is paid extra for keeping the codebase without growing too much. It's re-writes and the effort he puts in to churn out more solutions (than there are problems) that offer…

Just for context for others: This is an extreme description that doesn't match many of the actual jobs. My team/environment is the exact opposite of this, for example. I think parent projected their experience way too far on the whole industry.

Re: Imaginary problems are the root of bad software

#294

Earlier quoted context omitted.

They're not mutually exclusive. FOSS software has vastly different incentives than commercial software, yet suffers from many of the same problems: bugginess, poor performance, lack of documentation, feature misprioritization, bad UI. That alone indicates that the problem is not merely "misaligned incentives". Actually, you can reduce most problems down to "misaligned incentives" if you're overly reductive enough. Th…

I think Free Software suffers from the misaligned incentives. Take documentation for example. Why would I write it? I already know how the system works. I designed it! If I forget in a few years, a quick glance at the code will refresh my memory. One would argue that you should write documentation so that people will use your thing. That's true! But there is almost no incentive to have users; you pay a cost, but they…

> I think Free Software suffers from the misaligned incentives.

It's really hard to tell what the motivation of any given free software author is. That makes it really hard to even know what incentives matter to any give author, team or community. It's just really diverse.

> That's true! But there is almost no incentive to have users; you pay a cost, but they pay nothing in return.

It's fascinating to see free software with huge user bases getting on with a tiny number of contributors. It seems like good code + near zero support cost + near zero support expectation seems to work.

Re: Imaginary problems are the root of bad software

#297
post #90

If anything it's the incentive system in software industry, which is at fault. 1. No designer is given promotion for sticking to conventional designs. It's their creative & clever designs that get them attention and career incentives. 2. No engineer is paid extra for keeping the codebase without growing too much. It's re-writes and the effort he puts in to churn out more solutions (than there are problems) that offer…

> “No designer is given promotion for sticking to conventional designs. It's their creative & clever designs that get them attention and career incentives.” This is a massive change from my first software industry job in 1997. I was essentially a “design intern who knows HTML” on a team that built a shrinkwrap Windows application for enterprises. The core of the design team was a graphic designer, a cognitive scienti…

That sounds expensive AF though. Was that really necessary?

I’m all for craftsmanship, but having four top guys fiddling with design.. it all depends on the domain I guess.

Re: Imaginary problems are the root of bad software

#298
post #246
post #127

Earlier quoted context omitted.

Remember times where you could change the theme and all of the apps followed suit ? Even in Linux there were tools to sync gnome with QT look so you could have one theme applied to every app for nice and consistent look, all the way to how the common icons look. Nowadays ? Every fucking app gotta have their own different styling. Will the setting icon be three dots, gear, or honey badger ? WHO FUCKING KNOWS. You'd be…

> Will the setting icon be three dots? Multiple hamburger menus with a scattering of cryptic icons stuck at arbitrary places on the screen. What does the swirly icon with up arrow do? No text label for you! Oh and let's move the next button to the top left of the screen and not highlight it. Mmmm that's some good UI design.

Might be a coincidence, but that's a weirdly accurate description of MS Teams.

Re: Imaginary problems are the root of bad software

#299
post #128

Earlier quoted context omitted.

And everything had a keybind so if you worked in software every day you could be as fast as cli nerds.

And not even be slowed down by animations.

I read "even" as "ever" - still made complete sense.

Animations may seem fine and fun the first time you encounter one, but when you think you'll have to suffer through it every time an action is taken, it becomes a whole different story.

Re: Imaginary problems are the root of bad software

#300
post #90

Earlier quoted context omitted.

> “No designer is given promotion for sticking to conventional designs. It's their creative & clever designs that get them attention and career incentives.” This is a massive change from my first software industry job in 1997. I was essentially a “design intern who knows HTML” on a team that built a shrinkwrap Windows application for enterprises. The core of the design team was a graphic designer, a cognitive scienti…

From a person who started using computers from the early 2000s era: THANK YOU! None of the current SaaS apps I use can come close to the experience of using softwares from that era. Take a simple list view of a typical Windows/Mac software? 1. Command clicking selected multiple objects 2. Shift clicking selected a range. 3. Right clicking brought up selection actions. 4. Double clicking opened an object. This pattern…

Also:

CTRL+A selects all

CTRL+Shift+End selects all from where you are to the end

CTRL+Shift+Home selects all from where you are to the top

One of the (many) problems of web UIs is they often ignore the keyboard completely.

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