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You've only added two lines – why did that take two days?

mrlacey.com

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Re: You've only added two lines – why did that take two days?

#351
One solution to the OP's problem is to continuously document the activity leading up to those two lines of code. That way you can point to the notes and say "here's why" .. and I've found that quite often justifiable and shows you've not been goofing off. Furthermore, it also helps someone who'll have to look at those two lines later on to grab some context and understand why they're there.

This could be as simple as notes logged against an issue about experiments done, etc.

Re: You've only added two lines – why did that take two days?

#352
post #139

Earlier quoted context omitted.

Ah, agreed. I guess that, in my experience, not understanding SW development tends to go hand-in-hand with not trusting the developer. I found your phrase "lack of trust in you as the expert" a little jarring because (again, in my personal experience) considering the developer to be a domain expert is somewhat of a foreign concept. I suspect/hope the situation is better elsewhere in the industry. :-)

I meant 'expert' as in the person responsible for the technical side. Not in the sense of 'they know everything they need to know all the time' or anything like that. > I suspect/hope the situation is better elsewhere in the industry. :-) I do freelance, client work. Alone and in (very?) small teams. Typically my/our clients only have a superficial understanding of everything technical (if at all). Trust often needs…

Thanks for sharing your experiences! This is good advice. I also agree that, at times, some "filtering" must occur with regard to who we work with/for.

Re: You've only added two lines – why did that take two days?

#353

Earlier quoted context omitted.

Today I gave advice to wifes friend friend. Who wants to build something "like ebay or amazon". (but cannot programm and wants to contract) Well, after a while they understood, there is a small difference, between a website - and a virtual market place. Seriously, it is easy to forget, that for most people, all these technical things - is just dark magic in a black box. Which sometimes work and sometimes won't. And I…

I find it useful to tell people around how many engineers that company has. They won't understand why, but they may understand that they don't understand. I also point out when a requested feature actually exists as a whole company.

On the other hand, this is my profession and I still have no idea why Twitter has so many engineers.

Re: You've only added two lines – why did that take two days?

#355

Earlier quoted context omitted.

> Do people actually have fights like this with management at their companies? There was a time when I thought this video was funny: https://www.youtube.com/watch?v=BKorP55Aqvg

I used to think that was hilarious. These days I can only look at it and think "the expert is terrible at calm confrontation and good communication. There would be no problem if he had developed those skills."

I have to agree. Of course the requests in this sketch were obviously silly and not doable when taken literally. But my experience is, that the requestor of a new feature often has big problems communicating that request. It could be that the requestor describes something, which sounds almost as silly and contradictional as those seven lines, the actual request is something different, which actually makes sense. But just is completely badly communicated.

It is important to rule out miscommunications. Contradictions often are not obvious to the requestor. It also helps to understand, which of the contradicting requirements can be dropped to resolve the problem. Sometimes the problem is just a small feature which made it to the requirements, because no one considered it a problem.

That doesn't mean, I haven't gotten requests which were as silly as in the sketch and had discussions along the lines shown :) And of course, I never hesitate to speak up about actual issues.

Re: You've only added two lines – why did that take two days?

#357
post #309

Earlier quoted context omitted.

> Early in my career, I learned a simple 'demo day' rule: never demo things that aren't end-to-end done. I take a different but similar approach when I run into situations where I want to get something small in front of a business user before it’s completely ready: I make sure it’s visibly broken in a way that doesn’t detract from my goal for the meeting. For example: I have a registration form that I want to talk th…

Honestly, that feels like a huge waste of your own time to game a broken system. And I'm guessing it is, but that it's a defensive move because the darker timeline is miserable. Sucks it has to be this way so often.

What's broken are humans. For some psychological reason, a thing that looks unfinished gets much higher quality feedback than something that looks polished. There's no way around that flaw in people, so making prototypes look unfinished is something we have to do anyway!

Re: You've only added two lines – why did that take two days?

#358

A variant of this that has driven me to quit more than one job is having a non-technical manager look at a UI prototype and consider that 90% of the solution. "The UI guys had this page ready two months ago! Why doesn't this work yet?" It's even worse when you present a working prototype. They simply don't understand that the backend functionality is what's doing the bulk of the work, and just because you can see som…

How does this go ? do you explain frontally or do you just quit without explanation ?

Re: You've only added two lines – why did that take two days?

#359
post #351

One solution to the OP's problem is to continuously document the activity leading up to those two lines of code. That way you can point to the notes and say "here's why" .. and I've found that quite often justifiable and shows you've not been goofing off. Furthermore, it also helps someone who'll have to look at those two lines later on to grab some context and understand why they're there. This could be as simple as…

Also, adding this log to the commit message itself, to preserve context for future developers reaching that code. Duplication might be necessary for discovery depending on the tools used.

https://dhwthompson.com/2019/my-favourite-git-commit

Re: You've only added two lines – why did that take two days?

#360
post #309

Earlier quoted context omitted.

> Early in my career, I learned a simple 'demo day' rule: never demo things that aren't end-to-end done. I take a different but similar approach when I run into situations where I want to get something small in front of a business user before it’s completely ready: I make sure it’s visibly broken in a way that doesn’t detract from my goal for the meeting. For example: I have a registration form that I want to talk th…

Honestly, that feels like a huge waste of your own time to game a broken system. And I'm guessing it is, but that it's a defensive move because the darker timeline is miserable. Sucks it has to be this way so often.

Here's another way of thinking about this:

it's not a way of gaming the system, but a way of prompting better feedback. For instance, in a Design Thinking process prototypes are more useful when they look rough/unfinished. A more polished piece of work might result in people being afraid to break things.

I use both approaches in my work:

1) demo small, tested bits during show and tells and any meetings where the point is to demonstrate progress. 2) demo large, unfinished and barely stable pieces of work when ideating, trying to figure out the next steps

2) is hard and works only if: - we know what the unstable parts are (because we have tests, so we know the gaps) - we know the audience and how much context they have

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