Design, Develop, Create

Wednesday, 23 November 2011

What came first, the business case or the prototype?


You are invited to an industry led discussion panel on software product development addressing the iBusiness class this evening (Wed 23rd Nov, 2011) from 6.30pm to 7.30pm in room D209 at the Michael Smurfit Graduate Business School, Blackrock. There will be about 70 people attending.
I'll provide a short personal introduction to each of our guests and ask them to make a brief reflection on managing high-tech products and development after which we'll have an open discussion taking questions from the floor.

What came first, the business case or the prototype?
  • How do I go about getting a project off the ground in a company?
  • What do I need to do to convince management to support my project?
  • Is the elevator pitch important?
  • What if the project is very risky?
  • How important are the financials, really?
  • Should my approach change in a small company versus a large company?
  • Who do I need to convince?
  • What came first, the business case or the prototype?

"We think about ubiquity first, revenue later."

"Figure out quickly if there is usage and adoption... You will then understand how your customers interact with your potential product and then you build a revenue model on it. The traditional view of starting with your revenue model and your business model looking for customers is somewhat less relevant in the digital world. It's 'get customers first'!
"
John Herlihy, vice-president Global Ad Operations, Google

Further reading
(Banking & Finance Magazine link)

Directions:

View Larger Map
The room is located at point A. Parking in areas B and C as indicated.
Just don't park directly in front of the building as it is paid parking.

Provoking creativity

PROVOKING CREATIVITY
Creative companies and teams can be “remarkably inefficient and often terribly annoying places to work, where ‘managing by getting out of the way’ is often the best approach of all.” (Sutton, 2001) Management is generally characterized as the activity of organizing, leading, controlling an organization to achieve stated goals such as producing profit or value (often a social good) efficiently while constrained by limited resources. General management is about managing routine work using well proven rules, procedures, policies etc. Managing for creativity however is counterintuitive to general management practice. Sutton presents what he terms a set of weird ideas illustrate how to hire, and manage creative work (below).

Creativity Management (anti-)Principles, from (Sutton, 2001)
  • Place bets on ideas without heeding projected ROI.
  • Radical innovation implies ignoring what worked before.
  • Take happy people and goad them into disagreement.
  • Reward action, success AND failure.
  • Have people who don’t fit in.
  • Disagreements are necessary.
  • Use new employees to bring in NEW ideas.
  • Generate and use NEW ideas.
Sutton contrasts these weird ideas against the conventional ideas implicit in general management practice. The ideas are counterintuitive because for most organizations only a tiny fraction of effort is spent developing new products and services. They provoke discomfort because “rare and unfamiliar things provide negative evaluations.” (Sutton, 2001) The practices Sutton highlights will seem ‘wrong’ simply because they are different to current accepted norms of best practice. We are all subject to the psychology of ‘difference’ and so these ideas for promoting creativity will seem wrong-headed and counterintuitive.
Decide to do something that will probably…
“there is one simple, proven, and powerful thing you can do to increase the likelihood that a risky project will succeed: Commit to it wholeheartedly.” (Sutton, 2001)
The ‘self-fulfilling prophecy’ argument relies on somebody taking ownership. The idea is closely related to the concept of the entrepreneur. Someone in the organization makes up his or her mind that this idea is good and runs with it (for example, the case of Tom West at Data General (Kidder, 1981)).
“Henry Ford put it more succinctly: ‘If you think you can, or if you think you can’t, you are right.” (Sutton, 2001)
The consequence of this kind of thinking is
“if you can’t decide which new projects or ideas to bet on based on their objective merits, pick those that will be developed by the most committed and persuasive heretics.” (Sutton, 2001)
Seek out…
Ways to avoid setting out how the project ends, how much it will cost, how much it will return. Adopt the idea that the person behind the project is a visionary heretic. The notion is that really creative and innovative work often ignores the narrow incremental requirements of customers and others with their own quite short-range views of what can and should be done.
Think of some…
“Every bit of solid theory and evidence demonstrates that it is impossible to generate a few good ideas without also generating a lot of bad ideas.” (Sutton, 2001) p101
Therefore…
“Creativity is a function of the quantity of work produced…. [therefore] measuring whether people are doing something – or nothing – is one of the ways to assess the performance of people who do creative work.” (Sutton, 2001) p102
Reward… If creativity is a function of quantity of work produced then we should reward for both success and failure. Managers, experts (even customers initially) do a poor job of judging what will succeed and what won’t. There is little evidence that using stage-gates and other gating reviews improve the probability of eventual success (Sutton, 2001) p102.
Find some happy people… Find happy people and get them to disagree. Disagreements are about ideas and disagreement can generate a productive dynamic. Bob Taylor’s DARPA research conferences were an example of this kind of engaged critique.
“’I got them to argue with each other,’ Taylor recalled with unashamed glee… ‘These were people who cared about their work. … If there were technical weak spots, they would almost always surface under these conditions. It was very, very healthy.’” (Sutton, 2001) p101.
Hire… Hire someone you don’t need, indeed hire someone who has never solved the kind of problems you are faced with (Sutton, 2001) p98. Furthermore, hire slow learners who resist picking up the ‘company way’ or who won’t do it ‘the right way,’ they ensure that things can be seen ‘different.’ They may be high-self esteem people who can stay convinced of the worth of their own ‘different’ ideas, or they may simply be insensitive to other’s perceptions of their positions, ‘low self-monitors.’ Being insensitive or resistant to conforming pressures is a valuable trait if an individual has to go against the flow to bring an idea to fruition.
“Confident people continue to believe in their ideas despite rejection and criticism.” (Sutton, 2001) p98
Sutton refers to the example of Gary Starkweather at the famed Xerox PARC research laboratory. In 1968 he felt compelled to follow his conviction that laser imaging was superior to incandescent light. Starkweather complained about ‘laboratory dogma’ that resisted his line of research and experimentation. He was transferred to PARC and as a result he (and Xerox) ultimately launched the first commercial laser printer. Some people get around the selection problem by pretending to fit in with the ‘company way’ but it takes courage to stand out. Varied backgrounds offer unexpected resources for problem solving and idea generation.

Take your past experiences… Forget them, or at least don’t expect them to provide the answer to today’s problem.

Use job interviews… Naïveté is useful, people from other areas, disciplines, and experience see problems in new ways, and they bring a fresh perspective. In the case of Lotus in the early days the management team applied a decidedly fresh and unstructured approach to selecting and hiring people. Lotus Corporation’s CEO, Mitch Kapor (programmer, capitalist, meditation teacher and counselor) had grown the company with spreadsheet package Lotus 1-2-3 and riding on the success of the IBM PC (Rosenberg, 2007). Once bigger than Microsoft, by 1984 Mitch eventually brought in a professional management team to solve the incredible problems of managing large-scale product development and thousands of employees. But the culture and environment changed in the process. In 1985 Kapor and Freda Klein…
“…tried an experiment. With Kapor’s approval, Klein pulled together the résumés of the first 40 people to join the company. She disguised the names and put them into the applicant pool… Not one of the applicants was called for an interview.”
(Sutton, 2001)
Ignore people who have…
“In the creative process ignorance is bliss,” (Sutton, 2001) p99
In the Pulitzer prize winning account of Data General’s Eagle mini-computer project (Kidder, 1981) Tracey Kidder recorded Carl Alsing ’s rationale for pairing the experienced Dave Peck with the talented novice Neal Firth. Consider the situation faced by Alsing when he decided that a software simulator was needed
“Alsing realized that a program to simulate Eagle would be huge. It might take a seasoned programmer a year and a half to write such a thing, he figured. But Alsing kept these calculations to himself… Alsing considered the situation. He had two confident programmers – one relatively inexperienced, the other reluctant.” (Kidder, 1981)
The engineer Firth particularly, didn’t know it couldn’t be done.

Encourage people…
“to avoid getting stuck in a rut… be especially wary of opinions from customers who use their current products or services, and from the marketing and sales people who represent their views.”
(Sutton, 2001)
Alan Cooper (2003) warns against the foibles of being ‘Customer Driven.’ Users should not be the source of design decisions, although they are often its victims. The user may know what is wrong but will rarely know the best way to resolve the problem.

Brooks suggests that systems architecture must have conceptual integrity; that a system should present an interdependent and integrated set of design ideas.
“[T]he setting of external specifications is not more creative work than the designing of implementations. It is just different creative work.” (Brooks Jr., 1995).
Creativity Ethos… A caution; using tried and true methods is a wise approach to manage a company.
“But if part of your mission is to explore new possibilities, then your goal must be to build a culture that supports constant mindfulness and experimentation. [my emphasis]. … It should be an arena, a constant and constructive context, where the best ideas win.” (Sutton, 2001) p103

Sutton’s analysis is insightful and his presentation employs his counter-idea itself, the concept of opposite, counterintuitive choices, as a necessary aspect of creativity. The presentation of creative management is itself an exercise in counterintuitive decision making. Clearly there is a distinction between the activities of producing the same product and service, and producing something new and innovative.

The coexistence of the two objectives within the same business units must inevitably be problematic, particularly if each is successful, because their cultures and behaviour are so radically different. Sutton’s ideas could be construed as mandating a kind of ‘anti-organization,’ nearly all the tenets destabilize the strands and behaviours generally construed to contribute to stability and operational interaction.

Monday, 7 November 2011

Three software development team archetypes

While it is obvious to say that social engagement is an underlying dynamic in teams, the `obvious' is often ignored or even thought of in terms of a problem that must be overcome. Consider instead if we start from the assumption that team structure arises as a consequence of social relations rather than the other way around. Under these assumptions then, the activity of management (not necessarily the job title) can be seen as the act of fostering the social relations of a team rather than manipulating them.

Sawyer's analysis offers some paradigmatic filters to view and manage systems development, as a diagnostic lens and a tool to intervene.
"The sequential team archetype of software development team social structure draws on the work design tradition in industrial engineering. Work is seen as a set of discrete tasks that can be measured." 
"The group archetype draws its intellectual roots from theories of social psychology, such as 'work redesign'. Work redesign arose in response to such issues as personnel motivation, retention, and productivity that typically occur in a work design approach." 
"The network group archetype draws on concepts of social network theory. In this archetype a group of people is linked by the relative 'strength' of the social ties among them. Work is seen as the use of these links to deliver and receive information; these uses both span and define tasks."
Certainly Sawyer's archetypes are just that, archetypes or caricatures. All teams are hybrids but we easily recognise elements of the archetypes at different times and in our own behaviour. Perhaps a key insight is that our individual personalities and temperaments incline us towards one mode or another, perhaps at different times and regardless of the organisational structures in place. And each archetype invokes a specific remedy (communication can overcome the limitations of silos, groups often need direction and control, networks need opportunities to interact and bottle-necks can be a problem).


Reference
Sawyer, S. (2004) Software development teams. Communications of the ACM, 47, 95 - 99.

No Silver Bullet

Programmers have a
"fascination of fashioning complex puzzle-like objects of interlocking moving parts and watching them work in subtle cycles, playing out the consequences of principles built in from the beginning." (Brooks, 1975)
But programming in its essence is a kind of linguistic exercise, translating between what someone wants and what another understands, and translating again between the requirement and the machine. The problem is that translation is circular and often open-ended while the medium is controlled and ultimately restrictive. As Brooks notes in his book "The Mythical Man-Month" the essence of programming is "fashioning complex puzzle-like objects of interlocking moving parts and watching them work in subtle cycles", but the essence of the tasks we want the machine to perform are linguistic, human, and open-ended. To restate the problem somewhat, a computer's interpretation is deterministic, the behaviour of a finite state machine (albeit highly complicated), but the user's interpretation is constantly revisable subject, linked as it is between the objects we encounter, the situation, our goals and to our human capacity to learn and to judge.

References
Brooks Jr., F. P. (1975) The Mythical Man-Month : Essays on Software Engineering, Reading, Mass., Addison-Wesley Pub. Co.
Brooks Jr., F. P. (1987) No Silver Bullet Essence and Accidents of Software Engineering. Computer, 20, 10-19.

Wednesday, 2 November 2011

Usability Evaluation Considered Harmful

"It's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them."
Steve Jobs, quoted in BusinessWeek (25 May 1998) cross ref. (link)

Can usability studies be more harmful than productive to the design process? (Greenberg & Buxton, 2008) Is usability evaluation - laboratory-based user observations, controlled studies, and /or inspection - the last word in evaluation? What does usability overlook and why?

I keep thinking back to the first problem based learning case we studied - The Avalanche case (link) - and wondered where 'in the wild' field studies fit within the industrial development process.

Prototype tracker

It seems that a key ingredient of a successful design is having a strong top down vision. But in the absence of vision who has the big idea of what the product is? Who decides what belongs and what doesn’t? And who gets the 'learning' out of usability studies?

References:
BusinessWeek (25 May 1998)
Greenberg, S. & Buxton, B. (2008) Usability Evaluation Considered Harmful (Some of the Time) (link)
Henry Lieberman (2003) Tyranny of Evaluation (link)