The minimum viable unit of saleable software
11–20 of 89 posts
Re: The minimum viable unit of saleable software
#12Re: The minimum viable unit of saleable software
#13Be careful with making decisions about your livelihood based on a rational calculus. As you correctly point out, there is a threshold for which a programmer or company should not even blink at the cost of software. It's often the case that if the software they're buying saves one single hour of productivity, it's value-positive... and yet they won't buy it. Individual devs are notorious for refusing to pay a cent out…
Dismissing software non-buyers as irrational, or asserting certain purchases are "no-brainers" is missing the mark. Acquiring new software is a major commitment beyond just the price tag. It means integration, continuous maintenance, dealing with forced UI updates, supply chain exposure, and so on. Every seasoned dev (unless very lucky) has dealt with bad software acquisitions, almost all of which seemed to be great…
Re: The minimum viable unit of saleable software
#14Be careful with making decisions about your livelihood based on a rational calculus. As you correctly point out, there is a threshold for which a programmer or company should not even blink at the cost of software. It's often the case that if the software they're buying saves one single hour of productivity, it's value-positive... and yet they won't buy it. Individual devs are notorious for refusing to pay a cent out…
If we can show that the hour of productivity saved is worth more, would the individual dev still want to build it because they like tinkering with it. The individual dev would value the time of playing with the code more than the time of productivity saved?
Re: The minimum viable unit of saleable software
#15Almost everything integrates with SF today and most often understanding, replicating and maintaining these integration pathways may need more than 1.5 engineers. You then bring 3 engineers (to cover absences) and buy enough tokens.
And we haven't even scratched other parts: disaster recovery, security, legal (CCPA/GDPR), etc
Re: The minimum viable unit of saleable software
#16I got a few weeks in to each and then stalled on all of them because the effort and motivation required to extend beyond the crazed early days _is_ still more than the utility I get.
In a professional context, paying someone for software to do something outside my core domain is still the practical option compared to the motivation and effort needed to maintain another dependency.
Re: The minimum viable unit of saleable software
#17Be careful with making decisions about your livelihood based on a rational calculus. As you correctly point out, there is a threshold for which a programmer or company should not even blink at the cost of software. It's often the case that if the software they're buying saves one single hour of productivity, it's value-positive... and yet they won't buy it. Individual devs are notorious for refusing to pay a cent out…
Dismissing software non-buyers as irrational, or asserting certain purchases are "no-brainers" is missing the mark. Acquiring new software is a major commitment beyond just the price tag. It means integration, continuous maintenance, dealing with forced UI updates, supply chain exposure, and so on. Every seasoned dev (unless very lucky) has dealt with bad software acquisitions, almost all of which seemed to be great…
Not to mention enshittification, predatory prices increases, the supplier getting bought out, etc. The list goes on...
Re: The minimum viable unit of saleable software
#18Not a SalesForce dev, but there is a bit of oversimplification what CRM SaaS is today. Almost everything integrates with SF today and most often understanding, replicating and maintaining these integration pathways may need more than 1.5 engineers. You then bring 3 engineers (to cover absences) and buy enough tokens. And we haven't even scratched other parts: disaster recovery, security, legal (CCPA/GDPR), etc
Re: The minimum viable unit of saleable software
#19I like that you point out that the cost to build software is still not 0. And in my expirence it’s further from 0 than I would expect. I often find myself thinking I can rebuild a project (or usually improve upon an existing one) in just a few days. And yet when it comes down to making anything well, it still takes time and iteration. It’s a bit funny because I felt this way before coding agents as well, like you cou…
Why? Because you have to actually use the product to discover what is wrong, or sub-optimal, with it.
Re: The minimum viable unit of saleable software
#20I like that you point out that the cost to build software is still not 0. And in my expirence it’s further from 0 than I would expect. I often find myself thinking I can rebuild a project (or usually improve upon an existing one) in just a few days. And yet when it comes down to making anything well, it still takes time and iteration. It’s a bit funny because I felt this way before coding agents as well, like you cou…
I find myself fixing the spec of my software often, and that makes lots of existing code obsolete. Creating working code is getting cheaper with AI, but creating great specs which make the software easy and intuitive to use seems to be more difficult for AI. Why? Because you have to actually use the product to discover what is wrong, or sub-optimal, with it.
I was building a transaction classifier recently and I initially thought it would be a trivial “solved” problem. Throw transactions into a tiny local LLM, let it classify. But that approach was too slow, and not accurate enough. I didn’t know that though until I tried and then needed to change the spec.