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Critical acclaim for
Steve McConnell’s CODE COMPLETE
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school of experience and saves you years of purgatory.... I cannot
adequately express how good this book really is. Code Complete is
a pretty lame title for a work of brilliance.”
PC Techniques
“Microsoft Press has published what I consider to be the definitive book
on software construction: Code Complete by Steve McConnell. This is a
book that belongs on every software developer’s shelf.”
Software Development
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Computer
“If you are or aspire to be a professional programmer, this may be the
wisest $35 investment you’ll ever make. Don’t stop to read the rest of
this review: just run out and buy it. McConnell’s stated purpose is to
narrow the gap between the knowledge of industry gurus and common
commercial practice.... The amazing thing is that he succeeds.”
IEEE Micro
“Code Complete should be required reading for anyone...in software
development.”
C Users Journal
“I’m encouraged to stick my neck out a bit further than usual and
recommend, without reservation, Steve McConnell’s Code Complete....
My copy has replaced my API reference manuals as the book that’s
closest to my keyboard while I work.”
Windows Tech Journal
“This well-written but massive tome is arguably the best single volume
ever written on the practical aspects of software implementation.”
Embedded Systems Programming
“This is the best book on software engineering that I have yet read.”
.EXE Magazine
“This book deserves to become a classic, and should be compulsory
reading for all developers, and those responsible for managing them.”
Program Now
PUBLISHED BY
Microsoft Press
A Division of Microsoft Corporation
One Microsoft Way
Redmond, Washington 98052-6399
Copyright © 1996 by Steve McConnell
All rights reserved. No part of the contents of this book may be reproduced or
transmitted in any form or by any means without the written permission of the publisher.
Library of Congress Cataloging-in-Publication Data
McConnell, Steve.
Rapid Development : Taming Wild Software Schedules / Steve
McConnell.
p.
cm.
Includes index.
ISBN 978-1-556-15900-8
1. Computer software--Development.
I. Title.
QA76.76.D47M393 1996
005.1'068--dc20
96-21517
CIP
Printed and bound in the United States of America.
14 15 16 17 18 19 MLML 06 05 04 03 02 01
Distributed in Canada by Penguin Books Canada Limited.
A CIP catalogue record for this book is available from the British Library.
Microsoft Press books are available through booksellers and distributors worldwide. For further information about international editions, contact your local Microsoft Corporation office or contact Microsoft Press
International directly at fax (425) 936-7329. Visit our Web site at www.microsoft.com/mspress. Send
comments to mspinput@microsoft.com.
AT&T is a registered trademark of American Telephone and Telegraph Company. Apple and Macintosh are
registered trademarks of Apple Computer, Inc. Boeing is a registered trademark of The Boeing Company.
Borland and Delphi are registered trademarks of Borland International, Inc. FileMaker is a registered
trademark of Claris Corporation. Dupont is a registered trademark of E.I. Du Pont de Nemours and
Company. Gupta is a registered trademark of Gupta Corporation (a California Corporation). HewlettPackard is a registered trademark of Hewlett-Packard Company. Intel is a registered trademark of Intel
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trademark of Microsoft Corporation. Powersoft is a registered trademark and PowerBuilder is a trademark
of PowerSoft Corporation. Raytheon is a registered trademark of Raytheon Company. Other product and
company names mentioned herein may be the trademarks of their respective owners.
The example companies, organizations, products, domain names, e-mail addresses, logos, people, places,
and events depicted herein are fictitious. No association with any real company, organization, product,
domain name, e-mail address, logo, person, place, or event is intended or should be inferred.
Acquisitions Editor: David J. Clark
Project Editor: Jack Litewka
Contents
Case Studies ix
Reference Tables x
Preface xiii
PART I EFFICIENT DEVELOPMENT
1
Welcome to Rapid Development 1
What Is Rapid Development? • Attaining Rapid Development
2
Rapid-Development Strategy 5
General Strategy for Rapid Development • Four Dimensions of
Development Speed • General Kinds of Fast Development • Which
Dimension Matters the Most? • An Alternative Rapid-Development
Strategy • Further Reading
3
Classic Mistakes 29
Case Study in Classic Mistakes • Effect of Mistakes on a Development
Schedule • Classic Mistakes Enumerated • Escape from Gilligan’s
Island • Further Reading
4
Software-Development Fundamentals 51
Management Fundamentals • Technical Fundamentals • QualityAssurance Fundamentals • Following the Instructions • Further
General Reading
5
Risk Management 81
Elements of Risk Management • Risk Identification • Risk Analysis •
Risk Prioritization • Risk Control • Risk, High Risk, and Gambling •
Further Reading
PART II RAPID DEVELOPMENT
6
Core Issues in Rapid Development 109
Does One Size Fit All? • What Kind of Rapid Development Do You
Need? • Odds of Completing on Time • Perception and Reality • Where
the Time Goes • Development-Speed Trade-Offs • Typical ScheduleImprovement Pattern • Onward to Rapid Development • Further Reading
v
Contents
7
Lifecycle Planning 133
Pure Waterfall • Code-and-Fix • Spiral • Modified Waterfalls • Evolutionary Prototyping • Staged Delivery • Design-to-Schedule • Evolutionary
Delivery • Design-to-Tools • Commercial Off-the-Shelf Software •
Choosing the Most Rapid Lifecycle for Your Project • Further Reading
8
Estimation 163
The Software-Estimation Story • Estimation-Process Overview • Size
Estimation • Effort Estimation • Schedule Estimation • Ballpark Schedule
Estimates • Estimate Refinement • Further Reading
9
Scheduling 205
Overly Optimistic Scheduling • Beating Schedule Pressure •
Further Reading
10
Customer-Oriented Development 233
Customers’ Importance to Rapid Development • Customer-Oriented
Practices • Managing Customer Expectations • Further Reading
11
Motivation 249
Typical Developer Motivations • Using the Top Five Motivation
Factors • Using Other Motivation Factors • Morale Killers •
Further Reading
12
Teamwork 273
Software Uses of Teamwork • Teamwork’s Importance to Rapid
Development • Creating a High-Performance Team • Why Teams
Fail • Long-Term Teambuilding • Summary of Teamwork
Guidelines • Further Reading
13
Team Structure 297
Team-Structure Considerations • Team Models • Managers and Technical
Leads • Further Reading
14
Feature-Set Control 319
Early Project: Feature-Set Reduction • Mid-Project: Feature-Creep
Control • Late Project: Feature Cuts • Further Reading
15
Productivity Tools 345
Role of Productivity Tools in Rapid Development • Productivity-Tool
Strategy • Productivity-Tool Acquisition • Productivity-Tool Use •
Silver-Bullet Syndrome • Further Reading
16
Project Recovery 371
General Recovery Options • Recovery Plan • Further Reading
vi
Contents
PART III BEST PRACTICES
Introduction to Best Practices 390
Organization of Best-Practice Chapters • Summary of Best-Practice
Candidates • Summary of Best-Practice Evaluations
17
Change Board 403
18
Daily Build and Smoke Test 405
19
Designing for Change 415
20
Evolutionary Delivery 425
21
Evolutionary Prototyping 433
22
Goal Setting 445
23
Inspections 447
24
Joint Application Development (JAD) 449
25
Lifecycle Model Selection 465
26
Measurement 467
27
Miniature Milestones 481
28
Outsourcing 491
29
Principled Negotiation 503
30
Productivity Environments 505
31
Rapid-Development Languages (RDLs) 515
32
Requirements Scrubbing 525
33
Reuse 527
34
Signing Up 539
35
Spiral Lifecycle Model 547
36
Staged Delivery 549
37
Theory-W Management 559
38
Throwaway Prototyping 569
39
Timebox Development 575
40
Tools Group 585
41
Top-10 Risks List 587
vii
Contents
42
User-Interface Prototyping 589
43
Voluntary Overtime 599
Bibliography 609
Index 625
viii
Case Studies
2-1. Rapid Development Without a Clear Strategy 6
2-2. Rapid Development with a Clear Strategy
3-1. Classic Mistakes
25
29
4-1. Lack of Fundamentals 52
5-1. Lack of Contractor Risk Management 82
5-2. Systematic Risk Management 103
6-1. Wandering in the Fuzzy Front End 124
7-1. Ineffective Lifecycle Model Selection 134
7-2. Effective Lifecycle Model Selection
159
8-1. Seat-of-the-Pants Project Estimation 164
8-2. Careful Project Estimation 200
9-1. A Successful Schedule Negotiation
229
10-1. The Requirements Club 234
10-2. The Requirements Club Revisited
246
11-1. A Disheartening Lunch with the Boss 250
11-2. A Highly Motivational Environment 270
12-1. You Call This a Team?
274
12-2. A High-Performance Team 277
12-3. Typical Team-Member Selection 282
12-4. A Second High-Performance Team
294
13-1. Mismatch Between Project Objectives and
Team Structure 297
13-2. Good Match Between Project Objectives and
Team Structure 315
14-1. Managing Change Effectively 342
15-1. Ineffective Tool Use 346
15-2. Effective Tool Use
368
16-1. An Unsuccessful Project Recovery 372
16-2. A Successful Project Recovery 385
ix
Reference Tables
2-1. Characteristics of Standard Approaches to ScheduleOriented Development 18
2-2. Code-Like-Hell Approach Compared to This Book’s
Approach 24
3-1. Summary of Classic Mistakes 49
5-1. Levels of Risk Management 84
5-2. Most Common Schedule Risks 86
5-3. Potential Schedule Risks 87
5-4. Example of a Risk-Assessment Table
92
5-5. Example of a Prioritized Risk-Assessment Table
95
5-6. Means of Controlling the Most Common
Schedule Risks 98
5-7. Example of a “Top-10 Risks List”
101
6-1. Approximate Activity Breakdown by Size of Project 122
7-1. Lifecycle Model Strengths and Weaknesses 156
8-1. Estimate Multipliers by Project Phase 169
8-2. Function-Point Multipliers 176
8-3. Example of Computing the Number of Function Points 177
8-4. Example of a Risk-Quantification Estimate
8-5. Example of a Case-Based Estimate
180
181
8-6. Example of a Confidence-Factor Estimate
182
8-7. Exponents for Computing Schedules from Function Points 185
8-8. Shortest Possible Schedules
190
8-9. Efficient Schedules 194
8-10. Nominal Schedules
196
8-11. Example of a Single-Point–Estimation History 197
8-12. Example of a Range-Estimation History 198
9-1. Scheduling History of Word for Windows 1.0 208
11-1. Comparison of Motivators for Programmer Analysts vs.
Managers and the General Population 252
x
Reference Tables
11-2. Team Performance Ranked Against Objectives That Teams
Were Told to Optimize 256
12-1. Practical Guidelines for Team Members and Leaders 295
13-1. Team Objectives and Team Structures
301
15-1. Example of Savings Realized by Switching from a 3GL to a 4GL
for 50 Percent of a 32,000 LOC Project 361
15-2. Example of Savings Realized by Switching from a 3GL to a 4GL
for 100 Percent of a 32,000 LOC Project 362
III-1. Summary of Best-Practice Candidates 396
III-2. Summary of Best-Practice Evaluations
400
26-1. Examples of Kinds of Measurement Data 470
26-2. Example of Time-Accounting Activities
472
28-1. Vendor-Evaluation Questionnaire 497
28-2. Contract Considerations
498
30-1. Differences in Office Environments Between Best and Worst
Performers in a Programming Competition 512
31-1. Approximate Function-Points to Lines-of-Code
Conversions 517
31-2. Approximate Language Levels 519
36-1. Example of a Staged-Delivery Schedule for a
Word Processor 552
37-1. Project Stakeholders and Their Objectives 560
37-2. Steps in Theory-W Project Management
562
xi
Preface
Preface
Software developers are caught on the horns of a dilemma. One horn of the
dilemma is that developers are working too hard to have time to learn about
effective practices that can solve most development-time problems; the other
horn is that they won’t get the time until they do learn more about rapid
development.
Other problems in our industry can wait. It’s hard to justify taking time to
learn more about quality when you’re under intense schedule pressure to
“just ship it.” It’s hard to learn more about usability when you’ve worked 20
days in a row and haven’t had time to see a movie, go shopping, work out,
read the paper, mow your lawn, or play with your kids. Until we as an industry learn to control our schedules and free up time for developers and
managers to learn more about their professions, we will never have enough
time to put the rest of our house in order.
The development-time problem is pervasive. Several surveys have found that
about two-thirds of all projects substantially overrun their estimates (Lederer
and Prasad 1992, Gibbs 1994, Standish Group 1994). The average large
project misses its planned delivery date by 25 to 50 percent, and the size of
the average schedule slip increases with the size of the project (Jones 1994).
Year after year, development-speed issues have appeared at the tops of lists
of the most critical issues facing the software-development community
(Symons 1991).
Although the slow-development problem is pervasive, some organizations
are developing rapidly. Researchers have found 10-to-1 differences in productivity between companies within the same industries, and some researchers have found even greater variations (Jones 1994).
The purpose of this book is to provide the groups that are currently on the
“1” side of that 10-to-1 ratio with the information they need to move toward
the “10” side of the ratio. This book will help you bring your projects under control. It will help you deliver more functionality to your users in less
time. You don’t have to read the whole book to learn something useful; no
matter what state your project is in, you will find practices that will enable
you to improve its condition.
xiii
Preface
Who Should Read This Book?
Slow development affects everyone involved with software development,
including developers, managers, clients, and end-users—even their families
and friends. Each of these groups has a stake in solving the slow-development problem, and there is something in this book for each of them.
This book is intended to help developers and managers know what’s possible, to help managers and clients know what’s realistic, and to serve as an
avenue of communication between developers, managers, and clients so that
they can tailor the best possible approach to meet their schedule, cost, quality, and other goals.
Technical Leads
This book is written primarily with technical leads or team leads in mind. If
that’s your role, you usually bear primary responsibility for increasing the
speed of software development, and this book explains how to do that.
It also describes the development-speed limits so that you’ll have a firm
foundation for distinguishing between realistic improvement programs and
wishful-thinking fantasies.
Some of the practices this book describes are wholly technical. As a technical lead, you should have no problem implementing those. Other practices
are more management oriented, and you might wonder why they are included here. In writing the book, I have made the simplifying assumption
that you are Technical Super Lead—faster than a speeding hacker; more
powerful than a loco-manager; able to leap both technical problems and
management problems in a single bound. That is somewhat unrealistic, I
know, but it saves both of us from the distraction of my constantly saying,
“If you’re a manager, do this, and if you’re a developer, do that.” Moreover,
assuming that technical leads are responsible for both technical and management practices is not as far-fetched as it might sound. Technical leads are
often called upon to make recommendations to upper management about
technically oriented management issues, and this book will help prepare you
to do that.
Individual Programmers
Many software projects are run by individual programmers or self-managed
teams, and that puts individual technical participants into de facto technical-lead roles. If you’re in that role, this book will help you improve your
development speed for the same reasons that it will help bona fide technical leads.
xiv
Preface
Managers
Managers sometimes think that achieving rapid software development is
primarily a technical job. If you’re a manager, however, you can usually do
as much to improve development speed as your developers can. This book
describes many management-level rapid-development practices. Of course,
you can also read the technically oriented practices to understand what your
developers can do at their level.
Key Benefits of This Book
I conceived of this book as a Common Sense for software developers. Like
Thomas Paine’s original Common Sense, which laid out in pragmatic terms
why America should secede from Mother England, this book lays out in
pragmatic terms why many of our most common views about rapid development are fundamentally broken. These are the times that try developers’
souls, and, for that reason, this book advocates its own small revolution in
software-development practices.
My view of software development is that software projects can be optimized
for any of several goals—lowest defect rate, fastest execution speed, greatest user acceptance, best maintainability, lowest cost, or shortest development schedule. Part of an engineering approach to software is to balance
trade-offs: Can you optimize for development time by cutting quality? By
cutting usability? By requiring developers to work overtime? When crunch
time comes, how much schedule reduction can you ultimately achieve? This
book helps answer such key trade-off questions as well as other questions.
Improved development speed. You can use the strategy and best practices described in this book to achieve the maximum possible development
speed in your specific circumstances. Over time, most people can realize dramatic improvements in development speed by applying the strategies and
practices described in this book. Some best practices won’t work on some
kinds of projects, but for virtually any kind of project, you’ll find other best
practices that will. Depending on your circumstances, “maximum development speed” might not be as fast as you’d like, but you’ll never be completely
out of luck just because you can’t use a rapid-development language, are
maintaining legacy code, or work in a noisy, unproductive environment.
Rapid-development slant on traditional topics. Some of the practices
described in this book aren’t typically thought of as rapid-development practices. Practices such as risk management, software-development fundamentals, and lifecycle planning are more commonly thought of as “good
software-development practices” than as rapid-development methodologies.
xv
Preface
These practices, however, have profound development-speed implications
that in many cases dwarf those of the so-called rapid-development methods.
This book puts the development-speed benefits of these practices into context with other practices.
Practical focus. To some people, “practical” means “code,” and to those
people I have to admit that this book might not seem very practical. I’ve
avoided code-focused practices for two reasons. First, I’ve already written
800 pages about effective coding practices in Code Complete (Microsoft Press,
1993). I don’t have much more to say about them. Second, it turns out that
many of the critical insights about rapid development are not code-focused;
they’re strategic and philosophical. Sometimes, there is nothing more practical than a good theory.
Quick-reading organization. I’ve done all I can to present this book’s
rapid-development information in the most practical way possible. The first
400 pages of the book (Parts I and II) describe a strategy and philosophy
of rapid development. About 50 pages of case studies are integrated into that
discussion so that you can see how the strategy and philosophy play out
in practice. If you don’t like case studies, they’ve been formatted so that
you can easily skip them. The rest of the book consists of a set of rapiddevelopment best practices. The practices are described in quick-reference
format so that you can skim to find the practices that will work best on your
projects. The book describes how to use each practice, how much schedule reduction to expect, and what risks to watch out for.
The book also makes extensive use of marginal icons and text to help you
quickly find additional information related to the topic you’re reading about,
avoid classic mistakes, zero in on best practices, and find quantitative support for many of the claims made in this book.
A new way to think about the topic of rapid development. In no other
area of software development has there been as much disinformation as in
the area of rapid development. Nearly useless development practices have
been relentlessly hyped as “rapid-development practices,” which has caused
many developers to become cynical about claims made for any development
practices whatsoever. Other practices are genuinely useful, but they have
been hyped so far beyond their real capabilities that they too have contributed to developers’ cynicism.
Each tool vendor and each methodology vendor want to convince you that
their new silver bullet will be the answer to your development needs. In no
other software area do you have to work as hard to separate the wheat from
the chaff. This book provides guidelines for analyzing rapid-development
information and finding the few grains of truth.
xvi
Preface
This book provides ready-made mental models that will allow you to assess
what the silver-bullet vendors tell you and will also allow you to incorporate new ideas of your own. When someone comes into your office and says,
“I just heard about a great new tool from the GigaCorp Silver Bullet Company that will cut our development time by 80 percent!” you will know how
to react. It doesn’t matter that I haven’t said anything specifically about the
GigaCorp Silver Bullet Company or their new tool. By the time you finish
this book, you’ll know what questions to ask, how seriously to take
GigaCorp’s claims, and how to incorporate their new tool into your development environment, if you decide to do that.
Unlike other books on rapid development, I’m not asking you to put all of
your eggs into a single, one-size-fits-all basket. I recognize that different
projects have different needs, and that one magic method is usually not
enough to solve even one project’s schedule problems. I have tried to be
skeptical without being cynical—to be critical of practices’ effectiveness but
to stop short of assuming that they don’t work. I revisit those old, overhyped
practices and salvage some that are still genuinely useful—even if they aren’t
as useful as they were originally promised to be.
Why is this book about rapid development so big? Developers in the
IS, shrink-wrap, military, and software-engineering fields have all discovered
valuable rapid-development practices, but the people from these different
fields rarely talk to one another. This book collects the most valuable practices from each field, bringing together rapid-development information from
a wide variety of sources for the first time.
Does anyone who needs to know about rapid development really have time
to read 650 pages about it? Possibly not, but a book half as long would have
had to be oversimplified to the point of uselessness. To compensate, I’ve
organized the book so that it can be read quickly and selectively—you can
read short snippets while you’re traveling or waiting. Chapters 1 and 2 contain the material that you must read to understand how to develop products
more quickly. After you read those chapters, you can read whatever interests you most.
Why This Book Was Written
Clients’ and managers’ first response to the problem of slow development
is usually to increase the amount of schedule pressure and overtime they
heap on developers. Excessive schedule pressure occurs in about 75 percent
of all large projects and in close to 100 percent of all very large projects
(Jones 1994). Nearly 60 percent of developers report that the level of stress
they feel is increasing (Glass 1994c). The average developer in the U.S. works
from 48 to 50 hours per week (Krantz 1995). Many work considerably more.
xvii
Preface
In this environment, it isn’t surprising that general job satisfaction of software
developers has dropped significantly in the last 15 years (Zawacki 1993), and
at a time when the industry desperately needs to be recruiting additional
programmers to ease the schedule pressure, developers are spreading the
word to their younger sisters, brothers, and children that our field is no fun
anymore.
Clearly our field can be fun. Many of us got into it originally because we
couldn’t believe that people would actually pay us to write software. But
something not-so-funny happened on the way to the forum, and that something is intimately bound up with the topic of rapid development.
It’s time to start shoring up the dike that separates software developers from
the sea of scheduling madness. This book is my attempt to stick a few fingers into that dike, holding the madness at bay long enough to get the job
started.
Acknowledgments
Heartfelt thanks go first to Jack Litewka, the project editor, for making the
creation of this book a thoroughly constructive and enjoyable experience.
Thanks also go to Kim Eggleston for the book’s design, to Michael Victor for
the diagrams, and to Mark Monlux for the terrific illustrations. Sally
Brunsman, David Clark, Susanne Freet, Dean Holmes, Wendy Maier, and
Heidi Saastamoinen also helped this project go smoothly. Literally dozens
of other people contributed to this book in one way or another; I didn’t have
personal contact with any of them, but I appreciate their contributions, too.
(Chief among these, I am told, are layout artist Jeannie McGivern and production manager Jean Trenary of ArtSource and Microsoft Press’s proof/copyedit platoon supervised by Brenda Morris: Richard Carey, Roger LeBlanc,
Patrick Forgette, Ron Drummond, Patricia Masserman, Paula Thurman,
Jocelyn Elliott, Deborah Long, and Devon Musgrave.)
Microsoft Corporation’s technical library provided invaluable aid in digging
up the hundreds of books and articles that laid the foundation for this book.
Keith Barland spearheaded that effort, making my research efforts much less
arduous and time-consuming than they otherwise might have been. Other
people at the library who helped included Janelle Jones, Christine Shannon,
Linda Shaw, Amy Victor, Kyle Wagner, Amy Westfall, and Eilidh Zuvich.
I expound on the virtue of reviews in several places in this book, and this
book has benefited greatly from extensive peer reviews. Al Corwin, Pat
Forman, Tony Garland, Hank Meuret, and Matt Peloquin stuck with the
project from beginning to end. Thanks to them for seeing that the book you
xviii
Preface
hold in your hands doesn’t look very much like the book I originally set out
to write! I also received valuable comments from Wayne Beardsley, Duane
Bedard, Ray Bernard, Bob Glass, Sharon Graham, Greg Hitchcock, Dave
Moore, Tony Pisculli, Steve Rinn, and Bob Stacy—constructive critics, all.
David Sommer (age 11) came up with the idea for the last panel of Figure
14-3. Thanks, David. And, finally, I’d like to thank my wife, Tammy, for her
moral support and good humor. I have to start working on my third book
immediately so that she will stop elbowing me in the ribs and calling me a
Two-Time Author!
Bellevue, Washington
June 1996
xix
3
Classic Mistakes
Contents
3.1 Case Study in Classic Mistakes
3.2 Effect of Mistakes on a Development Schedule
3.3 Classic Mistakes Enumerated
3.4 Escape from Gilligan’s Island
Related Topics
Risk management: Chapter 5
Rapid-development strategy: Chapter 2
SOFTWARE DEVELOPMENT IS A COMPLICATED ACTIVITY. A typical software project can present more opportunities to learn from mistakes than
some people get in a lifetime. This chapter examines some of the classic mistakes that people make when they try to develop software rapidly.
3.1
Case Study in Classic Mistakes
The following case study is a little bit like the children’ s picture puzzles in
which you try to find all the objects whose names begin with the letter “M”.
How many classic mistakes can you find in the following case study?
Case Study 3-1. Classic Mistakes
Mike, a technical lead for Giga Safe, was eating lunch in his office and looking out his window on a bright April morning.
“Mike, you got the funding for the Giga-Quote program! Congratulations!” It
was Bill, Mike’ s boss at Giga, a medical insurance company. “The executive
committee loved the idea of automating our medical insurance quotes. It also
(continued)
29
Chapter 3: Classic Mistakes
Case Study 3-1. Classic Mistakes, continued
loved the idea of uploading the day’s quotes to the head office every night
so that we always have the latest sales leads online. I’ve got a meeting now,
but we can discuss the details later. Good job on that proposal!”
Mike had written the proposal for the Giga-Quote program months earlier, but
his proposal had been for a stand-alone PC program without any ability to
communicate with the head office. Oh well. This would give him a chance
to lead a client-server project in a modern GUI environment—something he
had wanted to do. They had almost a year to do the project, and that should
give them plenty of time to add a new feature. Mike picked up the phone and
dialed his wife’s number. “Honey, let’s go out to dinner tonight to celebrate...”
The next morning, Mike met with Bill to discuss the project. “OK, Bill. What’s
up? This doesn’t sound like quite the same proposal I worked on.”
Bill felt uneasy. Mike hadn’t participated in the revisions to the proposal, but
there hadn’t been time to involve him. Once the executive committee heard
about the Giga-Quote program, they’d taken over. “The executive committee
loves the idea of building software to automate medical insurance quotes. But
they want to be able to transfer the field quotes into the mainframe computer
automatically. And they want to have the system done before our new rates
take effect January 1. They moved the software-complete date you proposed
up from March 1 to November 1, which shrinks your schedule to 6 months.”
Mike had estimated the job would take 12 months. He didn’t think they had
much chance of finishing in 6 months, and he told Bill so. “Let me get this
straight,” Mike said. “It sounds like you’re saying that the committee added a
big communications requirement and chopped the schedule from 12 months
to 6?”
Bill shrugged. “I know it will be a challenge, but you’re creative, and I think
you can pull it off. They approved the budget you wanted, and adding the
communications link can’t be that hard. You asked for 36 staff-months, and
you got it. You can recruit anyone you like to work on the project and increase
the team size, too.” Bill told him to go talk with some other developers and
figure out a way to deliver the software on time.
Mike got together with Carl, another technical lead, and they looked for ways
to shorten the schedule. “Why don’t you use C++ and object-oriented design?”
Carl asked. “You’ll be more productive than with C, and that should shave a
month or two off the schedule.” Mike thought that sounded good. Carl also
knew of a report-building tool that was supposed to cut development time
in half. The project had a lot of reports, so those two changes would get them
down to about 9 months. They were due for newer, faster hardware, too, and
that could shave off a couple weeks. If he could recruit really top-notch developers, that might bring them down to about 7 months. That should be close
enough. Mike took his findings back to Bill.
(continued)
30
Case Study 3-1. Classic Mistakes, continued
“Look,” Bill said. “Getting the schedule down to 7 months is good, but it isn’t
good enough. The committee was very clear about the 6-month deadline. They
didn’t give me a choice. I can get you the new hardware you want, but you
and your team are going to have to find some way to get the schedule down
to 6 months or work some overtime to make up the difference.”
Mike considered the fact that his initial estimate had just been a ballpark guess
and thought maybe he could pull it off in 6 months. “OK, Bill. I’ll hire a couple
of sharp contractors for the project. Maybe we can find some people with
communications experience to help with uploading data from the PC to the
mainframe.”
By May 1, Mike had put a team together. Jill, Sue, and Tomas were solid, inhouse developers, and they happened to be unassigned. He rounded out the
team with Keiko and Chip, two contractors. Keiko had experience both on
PCs and the kind of mainframe they would interface with. Jill and Tomas had
interviewed Chip and recommended against hiring him, but Mike was impressed. He had communications experience and was available immediately,
so Mike hired him anyway.
At the first team meeting, Bill told the team that the Giga-Quote program was
strategically important to the Giga Safe Corporation. Some of the top people
in the company would be watching them. If they succeeded, there would be
rewards all around. He said he was sure that they could pull it off.
After Bill’s pep talk, Mike sat down with the team and laid out the schedule.
The executive committee had more or less handed them a specification, and
they would spend the next 2 weeks filling in the gaps. Then they’d spend 6
weeks on design, which would leave them 4 months for construction and
testing. His seat-of-the-pants estimate was that the final product would consist of about 30,000 lines of code in C++. Everyone around the table nodded
agreement. It was ambitious, but they’d known that when they signed up for
the project.
The next week, Mike met with Stacy, the testing lead. She explained that they
should begin handing product builds over to testing no later than September
1, and they should aim to hand over a feature-complete build by October 1.
Mike agreed.
The team finished the requirements specification quickly, and dove into design.
They came up with a design that seemed to make good use of C++’s features.
They finished the design by June 15, ahead of schedule, and began coding
like crazy to meet their goal of a first-release-to-testing by September 1. Work
on the project wasn’t entirely smooth. Neither Jill nor Tomas liked Chip, and
Sue had also complained that he wouldn’t let anyone near his code. Mike
(continued)
31
Chapter 3: Classic Mistakes
Case Study 3-1. Classic Mistakes, continued
attributed the personality clashes to the long hours everyone was working.
Nevertheless, by early August, they reported that they were between 85percent and 90-percent done.
In mid-August, the actuarial department released the rates for the next year,
and the team discovered that they had to accommodate an entirely new rate
structure. The new rating method required them to ask questions about exercise habits, drinking habits, smoking habits, recreational activities, and other
factors that hadn’t been included in the rating formulas before. C++, they
thought, was supposed to shield them from the effects of such changes. They
had been counting on just plugging some new numbers into a ratings table.
But they had to change the input dialogs, database design, database access,
and communications objects to accommodate the new structure. As the team
scrambled to retrofit their design, Mike told Stacy that they might be a few
days late releasing the first build to testing.
The team didn’t have a build ready by September 1, and Mike assured Stacy
that the build was only a day or two away.
Days turned into weeks. The October 1 deadline for handing over the featurecomplete build to testing came and went. Development still hadn’t handed
over the first build to testing. Stacy called a meeting with Bill to discuss the
schedule. “We haven’t gotten a build from development yet,” she said. “We
were supposed to get our first build on September 1, and since we haven’t
gotten one yet, they’ve got to be at least a full month behind schedule. I think
they’re in trouble.”
“They’re in trouble, all right,” Bill said. “Let me talk to the team. I’ve promised 600 agents that they would have this program by November 1. We have
to get that program out in time for the rate change.”
Bill called a team meeting. “This is a fantastic team, and you should be meeting
your commitments,” he told them. “I don’t know what’s gone wrong here, but
I expect everyone to work hard and deliver this software on time. You can
still earn your bonuses, but now you’re going to have to work for them. As
of now, I’m putting all of you on a 6-day-per-week, 10-hour-per-day schedule until this software is done.” After the meeting, Jill and Tomas grumbled
to Mike about not needing to be treated like children, but they agreed to work
the hours Bill wanted.
The team slipped the schedule two weeks, promising a feature-complete build
by November 15. That allowed for 6 weeks of testing before the new rates
went into effect in January.
The team released its first build to testing 4 weeks later on November 1 and
met to discuss a few remaining problem areas.
(continued)
32
Case Study 3-1. Classic Mistakes, continued
Tomas was working on report generation and had run into a roadblock. “The
quote summary page includes a simple bar chart. I’m using a report generator that’s supposed to generate bar charts, but the only way it will generate
them is on pages by themselves. We have a requirement from the sales group
to put the text and bar charts on the same page. I’ve figured out that I can
hack up a report with a bar chart by passing in the report text as a legend to
the bar-chart object. It’s definitely a hack, but I can always go back and
reimplement it more cleanly after the first release.”
Mike responded, “I don’t see where the issue is. We have to get the product
out, and we don’t have time to make the code perfect. Bill has made it crystal clear that there can’t be any more slips. Do the hack.”
Chip reported that his communications code was 95-percent done and that
it worked, but he still had a few more tests to run. Mike caught Jill and Tomas
rolling their eyes, but he decided to ignore it.
The team worked hard through November 15, including working almost all
the way through the nights of the 14th and 15th, but they still didn’t make their
November 15 release date. The team was exhausted, but on the morning of
the 16th, it was Bill who felt sick. Stacy had called to tell him that development hadn’t released its feature-complete build the day before. Last week he
had told the executive committee that the project was on track. Another project
manager, Claire, had probed into the team’s progress, saying that she had
heard that they weren’t making their scheduled releases to testing. Bill thought
Claire was uptight, and he didn’t like her. He had assured her that his team
was definitely on track to make their scheduled releases.
Bill told Mike to get the team together, and when he did, they looked defeated.
A month and a half of 60-hour weeks had taken their toll. Mike asked what
time today they would have the build ready, but the only response he got was
silence. “What are you telling me?” he said. “We are going to have the featurecomplete build today, aren’t we?”
“Look, Mike,” Tomas said. “I can hand off my code today and call it ‘feature
complete’, but I’ve probably got 3 weeks of cleanup work to do once I hand
it off.” Mike asked what Tomas meant by “cleanup.” “I haven’t gotten the
company logo to show up on every page, and I haven’t gotten the agent’s
name and phone number to print on the bottom of every page. It’s little stuff
like that. All of the important stuff works fine. I’m 99-percent done.”
“I’m not exactly 100-percent done either,” Jill admitted. “My old group has
been calling me for technical support a lot, and I’ve been spending a couple
hours a day working for them. Plus, I had forgotten until just now that we were
supposed to give the agents the ability to put their names and phone numbers on the reports. I haven’t implemented the dialogs to input that data yet,
and I still have to do some of the other housekeeping dialogs, too. I didn’t
think we needed them to make our ‘feature-complete’ milestone.”
(continued)
33
Chapter 3: Classic Mistakes
Case Study 3-1. Classic Mistakes, continued
Now Mike started to feel sick, too. “If I’m hearing what I think I’m hearing,
you’re telling me that we’re 3 weeks away from having feature-complete
software. Is that right?”
“Three weeks at least,” Jill said. The rest of the developers agreed. Mike went
around the table one by one and asked the developers if they could completely finish their assignments in 3 weeks. One by one, the developers said
that if they worked hard, they thought they could make it.
Later that day, after a long, uncomfortable discussion, Mike and Bill agreed
to slip the schedule 3 weeks to December 5, as long as the team promised to
work 12-hour days instead of 10. Bill said he needed to show his boss that
he was holding the development team’s feet to the fire. The revised schedule meant that they would have to test the code and train the field agents
concurrently, but that was the only way they could hope to release the software by January 1. Stacy complained that that wouldn’t give QA enough time
to test the software, but Bill overruled her.
On December 5, the Giga-Quote team handed off the feature-complete GigaQuote program to testing before noon and left work early to take a longawaited break. They had worked almost constantly since September 1.
Two days later, Stacy released the first bug list, and all hell broke loose. In
two days, the testing group had identified more than 200 defects in the GigaQuote program, including 23 that were classified as Severity 1—
“ Must Fix”—
errors. “I don’t see any way that the software will be ready to release to the
field agents by January 1,” she said. “It will probably take the test group that
long just to write the regression test cases for the defects we’ve already discovered, and we’re finding new defects every hour.”
Mike called a staff meeting for 8 o’clock the next morning. The developers
were touchy. They said that although there were a few serious problems, a
lot of the reported bugs weren’t really bugs at all but were misinterpretations
of how the program was supposed to operate. Tomas pointed to bug #143
as an example. “The test report for bug #143 says that on the quote summary
page, the bar chart is required to be on the right side of the page rather than
the left. That’s hardly a Sev-1 error. This is typical of the way that testing
overreacts to problems.”
Mike distributed copies of the bug reports. He tasked the developers to review the bugs that testing had assigned to them and to estimate how much
time it would take to fix each one.
When the team met again that afternoon, the news wasn’t good. “Realistically,
I would estimate that I have 2 weeks’ worth of work just to fix the bugs that
have already been reported,” Sue said. “Plus I still have to finish the referential integrity checks in the database. I’ve got 4 weeks of work right now, total.”
(continued)
34
Case Study 3-1. Classic Mistakes, continued
Tomas had assigned bug #143 back to testing, changing its priority from Sev-1
to Sev-3—
“ Cosmetic Change.” Testing had responded that Giga-Quote’s summary reports had to match similar reports generated by the mainframe policyrenewal program, which were also similar to preprinted marketing materials
that the company had used for many years. The company’s 600 agents were
accustomed to giving their sales pitches with the bar chart on the right, and it
had to stay on the right. The bug stayed at Sev-1, and that created a problem.
“Remember the hack I used to get the bar chart and the report to print on the
same page in the first place?” Tomas asked. “To put the bar chart on the right,
I will have to rewrite this particular report from scratch, which means that I
will have to write my own low-level code to do the report formatting and
graphics.” Mike cringed, and asked for a ballpark estimate of how long all that
would take. Tomas said it would take at least 10 days, but he would have to
look into it more before he would know for sure.
Before he went home for the day, Mike told Stacy and Bill that the team would
work through the holidays and have all the reported defects fixed by January 7. Bill said he had almost been expecting this one and approved a 4-week
schedule slip before leaving for a monthlong Caribbean cruise he had been
planning since the previous summer.
Mike spent the next month holding the troops together. For 4 months, they
had been working as hard as it was possible to work, and he didn’t think he
could push them any harder. They were at the office 12 hours a day, but they
were spending a lot of time reading magazines, paying bills, and talking on
the phone. They seemed to make a point of getting irritable whenever he
asked how long it would take to get the bug count down. For every bug they
fixed, testing discovered two new ones. Bugs that should have taken minutes
to fix had projectwide implications and took days instead. They soon realized
there was no way they could fix all the defects by January 7.
On January 7, Bill returned from his vacation, and Mike told him that the
development team would need another 4 weeks. “Get serious,” Bill said. “I’ve
got 600 field agents who are tired of getting jerked around by a bunch of
computer guys. The executive committee is talking about canceling the project.
You have to find a way to deliver the software within the next 2 weeks, no
matter what.”
Mike called a team meeting to discuss their options. He told them about Bill’s
ultimatum and asked for a ballpark estimate of when they could release the
product, first just in weeks, then in months. The team was silent. No one would
hazard a guess about when they might finally release the product. Mike didn’t
know what to tell Bill.
(continued)
35
Chapter 3: Classic Mistakes
Case Study 3-1. Classic Mistakes, continued
After the meeting, Chip told Mike that he had accepted a contract with a different company that started February 3. Mike began to feel that it would be
a relief if the project were canceled.
Mike got Kip, the programmer who had been responsible for the mainframe
side of the PC-to-mainframe communications, reassigned to help out on the
project and assigned him to fix bugs in the PC communications code. After
struggling with Chip’s code for a week, Kip realized that it contained some
deep conceptual flaws that meant it could never work correctly. Kip was
forced to redesign and reimplement the PC side of the PC-to-mainframe communications link.
As Bill rambled on at an executive meeting in the middle of February, Claire
finally decided that she had heard enough and called a “stop work” on the
Giga-Quote program. She met with Mike on Friday. “This project is out of
control,” she said. “I haven’t gotten a reliable schedule estimate from Bill for
months. This was a 6-month project, and it’s now more than 3 months late
with no end in sight. I’ve looked over the bug statistics, and the team isn’t
closing the gap. You’re all working such long hours that you’re not even
making progress anymore. I want you all to take the weekend off; then I want
you to develop a detailed, step-by-step report that includes everything—and
I do mean everything—that remains to be done on that project. I don’t want
you to force-fit the project into an artificial schedule. If it’s going to take another 9 months, I want to know that. I want that report by end-of-work
Wednesday. It doesn’t have to be fancy, but it does have to be complete.”
The development team was glad to have the weekend off, and during the next
week they attacked the detailed report with renewed energy. It was on Claire’s
desk Wednesday. She had the report reviewed by Charles, a software engineering consultant who also reviewed the project’s bug statistics. Charles recommended that the team focus its efforts on a handful of error-prone modules,
that it immediately institute design and code reviews for all bug fixes, and that
the team start working regular hours so that they could get an accurate measure of how much effort was being expended on the project and how much
would be needed to finish.
Three weeks later, in the first week in March, the open-bug count had ticked
down a notch for the first time. Team morale had ticked up a notch, and based
on the steady progress being made, the consultant projected that the software
could be delivered—fully tested and reliable—by May 15. Since Giga Safe’s
semi-annual rate increase would go into effect July 1, Claire set the official
launch date for June 1.
Epilogue
The Giga-Quote program was released to the field agents according to plan
on June 1. Giga Safe’s field agents greeted it with a warm if somewhat skeptical reception.
(continued)
36
3.2 Effect of Mistakes on a Development Schedule
Case Study 3-1. Classic Mistakes, continued
The Giga Safe Corporation showed its appreciation for the development team’s
hard work by presenting each of the developers with a $250 bonus. A few
weeks later, Tomas asked for an extended leave of absence, and Jill went to
work for another company.
The final Giga-Quote product was delivered in 13 months rather than 6, a
schedule overrun of more than 100 percent. The developer effort, including
overtime, consisted of 98 staff-months, which was a 170-percent overrun of
the planned 36 staff-months.
CROSS-REFERENCE
For a table of ballpark
estimates such as these for
projects of various sizes, see
Section 8.6, “Ballpark
Schedule Estimates.”
3.2
The final product was determined to consist of about 40,000 nonblank,
noncomment lines of code in C++, which was about 33 percent more than
Mike’s seat-of-the-pants guess. As a product that was distributed to 600 inhouse sites, Giga-Quote was a hybrid between a business product and a
shrink-wrap product. A product of its size and type should normally have been
completed in 11.5 months with 71 staff-months of effort. The project had
overshot both of those nominals.
Effect of Mistakes on a Development Schedule
Michael Jackson (the singer, not the computer scientist) sang that “One bad
apple don’t spoil the whole bunch, baby.” That might be true for apples, but
it isn’t true for software. One bad apple can spoil your whole project.
A group of ITT researchers reviewed 44 projects in 9 countries to examine
the impact of 13 productivity factors on productivity (Vosburgh et al. 1984).
The factors included the use of modern programming practices, code difficulty, performance requirements, level of client participation in requirements
specification, personnel experience, and several others. They divided each
of the factors into categories that you would expect to be associated with low,
medium, and high performance. For example, they divided the “modern
programming practices” factor into low use, medium use, and high use. Figure 3-1 on the next page shows what the researchers found for the “use of
modern programming practices” factor.
The longer you study Figure 3-1, the more interesting it becomes. The general pattern it shows is representative of the findings for each of the productivity factors studied. The ITT researchers found that projects in the categories
that they expected to have poor productivity did in fact have poor productivity, such as the narrow range shown in the Low category in Figure 3-1. But
productivity in the high-performance categories varied greatly, such as the
wide range shown in the High category in Figure 3-1. Productivity of projects
in the High category varied from poor to excellent.
37
Chapter 3: Classic Mistakes
Use of Modern Programming Practices
(percentage of total system)
CROSS-REFERENCE
For more discussion of
this specific graph, see
Section 4.2, “Technical
Fundamentals.”
Percent of
Nominal
Productivity
Low
(0–25%)
Medium
(26–75%)
High
(76–100%)
+200
Legend
+100
Maximum
75th percentile
0 (average)
Mean
25th percentile
Minimum
-100
Figure 3-1. Findings for “Use of Modern Programming Practices” factor (Vosburgh
et al. 1984). Doing a few things right doesn’t guarantee rapid development. You
also have to avoid doing anything wrong.
CROSS-REFERENCE
For more on the role that
mistakes play in rapid
development, see Section
2.1, “General Strategy for
Rapid Development.”
That projects that were expected to have poor productivity do in fact have
poor productivity shouldn’t surprise you. But the finding that many of the
projects expected to have excellent productivity actually have poor productivity just might be a surprise. What this graph and other graphs like it
throughout the book show is that the use of any specific best practice is
necessary but not sufficient for achieving maximum development speed.
Even if you do a few things right, such as making high use of modern programming practices, you might still make a mistake that nullifies your productivity gains.
When thinking about rapid development, it’s tempting to think that all you
have to do is identify the root causes of slow development and eliminate
them—and then you’ll have rapid development. The problem is that there
aren’t just a handful of root causes of slow development, and in the end
trying to identify the root causes of slow development isn’t very useful. It’s
like asking, ‘What is the root cause of my not being able to run a 4-minute
mile?’ Well, I’m too old. I weigh too much. I’m too out of shape. I’m not
willing to train that hard. I don’t have a world-class coach or athletic facility. I wasn’t all that fast even when I was younger. The list goes on and on.
When you talk about exceptional achievements, the reasons that people don’t
rise to the top are simply too numerous to list. The Giga-Quote team in Case
Study 3-1 made many of the mistakes that have plagued software developers since the earliest days of computing. The software-development road is
38
3.3 Classic Mistakes Enumerated
mined with potholes, and the potholes you fall into partially determine how
quickly or slowly you develop software.
In software, one bad apple can spoil the whole bunch, baby. To slip into
slow development, all you need to do is make one really big mistake; to
achieve rapid development you need to avoid making any big mistakes. The
next section lists the most common of those big mistakes.
3.3
CLASSIC MISTAKE
Classic Mistakes Enumerated
Some ineffective development practices have been chosen so often, by so
many people, with such predictable, bad results that they deserve to be called
“classic mistakes.” Most of the mistakes have a seductive appeal. Do you need
to rescue a project that’s behind schedule? Add more people! Do you want
to reduce your schedule? Schedule more aggressively! Is one of your key contributors aggravating the rest of the team? Wait until the end of the project
to fire him! Do you have a rush project to complete? Take whatever developers are available right now and get started as soon as possible!
Figure 3-2. The software project was riddled with mistakes, and all the king’s
managers and technical leads couldn’t rescue the project for anyone’s sake.
39
Chapter 3: Classic Mistakes
Developers, managers, and customers usually have good reasons for making
the decisions they do, and the seductive appeal of the classic mistakes is part
of the reason these mistakes have been made so often. But because they have
been made so many times, their consequences have become easy to predict.
And classic mistakes rarely produce the results that people hope for.
This section enumerates about two dozen classic mistakes. I have personally seen each of these mistakes made at least once, and I’ve made more than
a few of them myself. Many of them crop up in Case Study 3-1. The common denominator of these mistakes is that you won’t necessarily get rapid
development if you avoid these mistakes, but you will definitely get slow development if you don’t avoid them.
If some of these mistakes sound familiar, take heart—many other people have
made them too. Once you understand their effect on development speed you
can use this list to help with your project planning and risk management.
Some of the more significant mistakes are discussed in their own sections in
other parts of this book. Others are not discussed further. For ease of reference, the list has been divided along the development-speed dimensions of
people, process, product, and technology.
People
Here are some of the people-related classic mistakes.
CROSS-REFERENCE
1: Undermined motivation. Study after study has shown that motivation prob-
For more on the uses and
misuses of motivation, see
Chapter 11, “Motivation.”
ably has a larger effect on productivity and quality than any other factor
(Boehm 1981). In Case Study 3-1, management took steps that undermined
morale throughout the project—from giving a hokey pep talk at the beginning to requiring overtime in the middle, from going on a long vacation while
the team worked through the holidays to providing end-of-project bonuses
that worked out to less than a dollar per overtime hour at the end.
2: Weak personnel. After motivation, either the individual capabilities of the
team members or their relationship as a team probably has the greatest influence on productivity (Boehm 1981, Lakhanpal 1993). Hiring from the
bottom of the barrel will threaten a rapid-development effort. In the case
study, personnel selections were made with an eye toward who could be
hired fastest instead of who would get the most work done over the life of
the project. That practice gets the project off to a quick start but doesn’t set
it up for rapid completion.
40
CROSS-REFERENCE
3: Uncontrolled problem employees. Failure to deal with problem person-
For more on creating
effective teams, see
Chapter 12, “Teamwork.”
nel also threatens development speed. This is a common problem and has
been well-understood at least since Gerald Weinberg published Psychology
3.3 Classic Mistakes Enumerated
of Computer Programming in 1971. Failure to take action to deal with a
problem employee is the most common complaint that team members have
about their leaders (Larson and LaFasto 1989). In Case Study 3-1, the team
knew that Chip was a bad apple, but the team lead didn’t do anything about
it. The result—redoing all of Chip’s work—was predictable.
CROSS-REFERENCE
4: Heroics. Some software developers place a high emphasis on project he-
For more on heroics
and commitment-based
projects, see Section 2.5,
“An Alternative RapidDevelopment Strategy,”
“Commitment-Based
Scheduling” in Section
8.5, and Chapter 34,
“Signing Up.”
roics (Bach 1995). But I think that they do more harm than good. In the case
study, mid-level management placed a higher premium on can-do attitudes
than on steady and consistent progress and meaningful progress reporting.
The result was a pattern of scheduling brinkmanship in which impending
schedule slips weren’t detected, acknowledged, or reported up the management chain until the last minute. A small development team and its immediate management held an entire company hostage because they wouldn’t
admit that they were having trouble meeting their schedule. An emphasis on
heroics encourages extreme risk taking and discourages cooperation among
the many stakeholders in the software-development process.
Some managers encourage heroic behavior when they focus too strongly on
can-do attitudes. By elevating can-do attitudes above accurate-and-sometimes-gloomy status reporting, such project managers undercut their ability
to take corrective action. They don’t even know they need to take corrective action until the damage has been done. As Tom DeMarco says, can-do
attitudes escalate minor setbacks into true disasters (DeMarco 1995).
For alternative means of
rescuing a late project,
see Chapter 16,
“Project Recovery.”
5: Adding people to a late project. This is perhaps the most classic of the classic mistakes. When a project is behind, adding people can take more productivity away from existing team members than it adds through new ones.
Fred Brooks likened adding people to a late project to pouring gasoline on
a fire (Brooks 1975).
CROSS-REFERENCE
CROSS-REFERENCE
6: Noisy, crowded offices. Most developers rate their working conditions as
For more on the effects of the
physical environment on
productivity, see Chapter 30,
“Productivity Environments.”
unsatisfactory. About 60 percent report that they are neither sufficiently quiet
nor sufficiently private (DeMarco and Lister 1987). Workers who occupy
quiet, private offices tend to perform significantly better than workers who
occupy noisy, crowded work bays or cubicles. Noisy, crowded work environments lengthen development schedules.
CROSS-REFERENCE
7: Friction between developers and customers. Friction between developers and customers can arise in several ways. Customers may feel that developers are not cooperative when they refuse to sign up for the development
schedule that the customers want or when they fail to deliver on their promises. Developers may feel that customers are unreasonably insisting on unrealistic schedules or requirements changes after the requirements have
been baselined. There might simply be personality conflicts between the
two groups.
For more on effective
customer relations, see
Chapter 10, “CustomerOriented Development.”
41
Chapter 3: Classic Mistakes
The primary effect of this friction is poor communication, and the secondary effects of poor communication include poorly understood requirements,
poor user-interface design, and, in the worst case, customers’ refusing to
accept the completed product. On average, friction between customers and
software developers becomes so severe that both parties consider canceling
the project (Jones 1994). Such friction is time-consuming to overcome, and
it distracts both customers and developers from the real work of the project.
CROSS-REFERENCE
8: Unrealistic expectations. One of the most common causes of friction be-
For more on setting
expectations, see
Section 10.3, “Managing
Customer Expectations.”
tween developers and their customers or managers is unrealistic expectations.
In Case Study 3-1, Bill had no sound reason to think that the Giga-Quote
program could be developed in 6 months, but that’s when the company’s
executive committee wanted it done. Mike’s inability to correct that unrealistic expectation was a major source of problems.
In other cases, project managers or developers ask for trouble by getting
funding based on overly optimistic schedule estimates. Sometimes they promise a pie-in-the-sky feature set.
Although unrealistic expectations do not in themselves lengthen development schedules, they contribute to the perception that development schedules are too long, and that can be almost as bad. A Standish Group survey
listed realistic expectations as one of the top five factors needed to ensure
the success of an in-house business-software project (Standish Group 1994).
9: Lack of effective project sponsorship. High-level project sponsorship is
necessary to support many aspects of rapid development, including realistic planning, change control, and the introduction of new development practices. Without an effective executive sponsor, other high-level personnel in
your organization can force you to accept unrealistic deadlines or make
changes that undermine your project. Australian consultant Rob Thomsett
argues that lack of an effective executive sponsor virtually guarantees project
failure (Thomsett 1995).
10: Lack of stakeholder buy-in. All the major players in a software-development effort must buy in to the project. That includes the executive sponsor,
team leader, team members, marketing staff, end-users, customers, and anyone else who has a stake in it. The close cooperation that occurs only when
you have complete buy-in from all stakeholders allows for precise coordination of a rapid-development effort that is impossible to attain without good
buy-in.
11: Lack of user input. The Standish Group survey found that the number
one reason that IS projects succeed is because of user involvement (Standish
Group 1994). Projects without early end-user involvement risk misunderstanding the projects’ requirements and are vulnerable to time-consuming feature
creep later in the project.
42
3.3 Classic Mistakes Enumerated
CROSS-REFERENCE
12: Politics placed over substance. Larry Constantine reported on four teams
For more on healthy politics,
see Section 10.3, “Managing
Customer Expectations.”
that had four different kinds of political orientations (Constantine 1995a).
“Politicians” specialized in “managing up,” concentrating on relationships
with their managers. “Researchers” concentrated on scouting out and gathering information. “Isolationists” kept to themselves, creating project boundaries that they kept closed to non-team members. “Generalists” did a little
bit of everything: they tended their relationships with their managers, performed research and scouting activities, and coordinated with other teams
through the course of their normal workflow. Constantine reported that initially the political and generalist teams were both well regarded by top
management. But after a year and a half, the political team was ranked dead
last. Putting politics over results is fatal to speed-oriented development.
13: Wishful thinking. I am amazed at how many problems in software de-
velopment boil down to wishful thinking. How many times have you heard
statements like these from different people:
“None of the team members really believed that they could complete
the project according to the schedule they were given, but they thought
that maybe if everyone worked hard, and nothing went wrong, and they
got a few lucky breaks, they just might be able to pull it off.”
“Our team hasn’t done very much work to coordinate the interfaces
among the different parts of the product, but we’ve all been in good
communication about other things, and the interfaces are relatively
simple, so it’ll probably take only a day or two to shake out the bugs.”
“We know that we went with the low-ball contractor on the database
subsystem, and it was hard to see how they were going to complete the
work with the staffing levels they specified in their proposal. They didn’t
have as much experience as some of the other contractors, but maybe
they can make up in energy what they lack in experience. They’ll probably deliver on time.”
“We don’t need to show the final round of changes to the prototype to
the customer. I’m sure we know what they want by now.”
“The team is saying that it will take an extraordinary effort to meet the
deadline, and they missed their first milestone by a few days, but I think
they can bring this one in on time.”
Wishful thinking isn’t just optimism. It’s closing your eyes and hoping something works when you have no reasonable basis for thinking it will. Wishful thinking at the beginning of a project leads to big blowups at the end of
a project. It undermines meaningful planning and may be at the root of more
software problems than all other causes combined.
43
Chapter 3: Classic Mistakes
Process
Process-related mistakes slow down projects because they squander people’s
talents and efforts. Here are some of the worst process-related mistakes.
CROSS-REFERENCE
For more on unrealistic
schedules, see Section 9.1,
“Overly Optimistic
Scheduling.”
CROSS-REFERENCE
For more on risk management, see Chapter 5, “Risk
Management.”
14: Overly optimistic schedules. The challenges faced by someone building
a 3-month application are quite different from the challenges faced by someone building a 1-year application. Setting an overly optimistic schedule sets
a project up for failure by underscoping the project, undermining effective
planning, and abbreviating critical upstream development activities such as
requirements analysis and design. It also puts excessive pressure on developers, which hurts long-term developer morale and productivity. This was
a major source of problems in Case Study 3-1.
15: Insufficient risk management. Some mistakes are not common enough
to be considered classic. Those are called “risks.” As with the classic mistakes,
if you don’t actively manage risks, only one thing has to go wrong to change
your project from a rapid-development project to a slow-development one.
The failure to manage such unique risks is a classic mistake.
CROSS-REFERENCE
16: Contractor failure. Companies sometimes contract out pieces of a project
For more on contractors, see
Chapter 28, “Outsourcing.”
when they are too rushed to do the work in-house. But contractors frequently
deliver work that’s late, that’s of unacceptably low quality, or that fails to meet
specifications (Boehm 1989). Risks such as unstable requirements or illdefined interfaces can be magnified when you bring a contractor into the
picture. If the contractor relationship isn’t managed carefully, the use of contractors can slow a project down rather than speed it up.
CROSS-REFERENCE
17: Insufficient planning. If you don’t plan to achieve rapid development,
you can’t expect to achieve it.
For more on planning, see
“Planning” in Section 4.1.
CROSS-REFERENCE
For more on planning under
pressure, see Section 9.2,
“Beating Schedule Pressure,”
and Chapter 16, “Project
Recovery.”
18: Abandonment of planning under pressure. Project teams make plans and
then routinely abandon them when they run into schedule trouble
(Humphrey 1989). The problem isn’t so much in abandoning the plan as in
failing to create a substitute, and then falling into code-and-fix mode instead.
In Case Study 3-1, the team abandoned its plan after it missed its first delivery, and that’s typical. The work after that point was uncoordinated and
awkward—to the point that Jill even started working on a project for her old
group part of the time and no one even knew it.
19: Wasted time during the fuzzy front end. The “fuzzy front end” is the time
before the project starts, the time normally spent in the approval and budgeting process. It’s not uncommon for a project to spend months or years
in the fuzzy front end and then to come out of the gates with an aggressive
schedule. It’s much easier and cheaper and less risky to save a few weeks
or months in the fuzzy front end than it is to compress a development schedule by the same amount.
44
3.3 Classic Mistakes Enumerated
CROSS-REFERENCE
For more on shortchanging
upstream activities, see
“Effects of Overly Optimistic
Schedules” in Section 9.1.
HARD DATA
20: Shortchanged upstream activities. Projects that are in a hurry try to cut
out nonessential activities, and since requirements analysis, architecture, and
design don’t directly produce code, they are easy targets. On one disastrous
project that I took over, I asked to see the design. The team lead told me,
“We didn’t have time to do a design.”
The results of this mistake—also known as “jumping into coding”— are all
too predictable. In the case study, a design hack in the bar-chart report was
substituted for quality design work. Before the product could be released,
the hack work had to be thrown out and the higher-quality work had to be
done anyway. Projects that skimp on upstream activities typically have to do
the same work downstream at anywhere from 10 to 100 times the cost of
doing it properly in the first place (Fagan 1976; Boehm and Papaccio 1988).
If you can’t find the 5 hours to do the job right the first time, where are you
going to find the 50 hours to do it right later?
21: Inadequate design. A special case of shortchanging upstream activities
is inadequate design. Rush projects undermine design by not allocating
enough time for it and by creating a pressure cooker environment that makes
thoughtful consideration of design alternatives difficult. The design emphasis
is on expediency rather than quality, so you tend to need several ultimately
time-consuming design cycles before you can finally complete the system.
CROSS-REFERENCE
22: Shortchanged quality assurance. Projects that are in a hurry often cut
For more on quality
assurance, see Section 4.3,
“Quality-Assurance
Fundamentals.”
corners by eliminating design and code reviews, eliminating test planning,
and performing only perfunctory testing. In the case study, design reviews
and code reviews were given short shrift in order to achieve a perceived
schedule advantage. As it turned out, when the project reached its featurecomplete milestone it was still too buggy to release for 5 more months. This
result is typical. Shortcutting 1 day of QA activity early in the project is likely
to cost you from 3 to 10 days of activity downstream (Jones 1994). This shortcut undermines development speed.
HARD DATA
CROSS-REFERENCE
For more on management
controls, see “Tracking” in
Section 4.1 and Chapter 27,
“Miniature Milestones.”
CROSS-REFERENCE
For more on premature
convergence, see
“Premature convergence”
in Section 9.1.
23: Insufficient management controls. In the case study, few management
controls were in place to provide timely warnings of impending schedule
slips, and the few controls that were in place at the beginning were abandoned once the project ran into trouble. Before you can keep a project on
track, you have to be able to tell whether it’s on track in the first place.
24: Premature or overly frequent convergence. Shortly before a product is
scheduled to be released, there is a push to prepare the product for release—
improve the product’s performance, print final documentation, incorporate
final help-system hooks, polish the installation program, stub out functionality that’s not going to be ready on time, and so on. On rush projects, there
is a tendency to force convergence early. Since it’s not possible to force the
product to converge when desired, some rapid-development projects try to
45
Chapter 3: Classic Mistakes
force convergence a half dozen times or more before they finally succeed.
The extra convergence attempts don’t benefit the product. They just waste
time and prolong the schedule.
CROSS-REFERENCE
25: Omitting necessary tasks from estimates. If people don’t keep careful
For a list of commonly
omitted tasks, see “Don’t
omit common tasks”
in Section 8.3.
records of previous projects, they forget about the less visible tasks, but those
tasks add up. Omitted effort often adds about 20 to 30 percent to a development schedule (van Genuchten 1991).
26: Planning to catch up later. One kind of reestimation is responding inap-
CROSS-REFERENCE
For more on reestimation,
see “Recalibration”
in Section 8.7.
propriately to a schedule slip. If you’re working on a 6-month project, and
it takes you 3 months to meet your 2-month milestone, what do you do?
Many projects simply plan to catch up later, but they never do. You learn
more about the product as you build it, including more about what it will take
to build it. That learning needs to be reflected in the reestimated schedule.
Another kind of reestimation mistake arises from product changes. If the
product you’re building changes, the amount of time you need to build it
changes too. In Case Study 3-1, major requirements changed between the
original proposal and the project start without any corresponding
reestimation of schedule or resources. Piling on new features without adjusting the schedule guarantees that you will miss your deadline.
CROSS-REFERENCE
For more on the Code-andFix approach, see Section
7.2, “Code-and-Fix.”
27: Code-like-hell programming. Some organizations think that fast, loose,
all-as-you-go coding is a route to rapid development. If the developers are
sufficiently motivated, they reason, they can overcome any obstacles. For
reasons that will become clear throughout this book, this is far from the truth.
This approach is sometimes presented as an “entrepreneurial” approach to
software development, but it is really just a cover for the old Code-and-Fix
paradigm combined with an ambitious schedule, and that combination almost never works. It’s an example of two wrongs not making a right.
Product
Here are classic mistakes related to the way the product is defined.
28: Requirements gold-plating. Some projects have more requirements than
they need, right from the beginning. Performance is stated as a requirement
more often than it needs to be, and that can unnecessarily lengthen a software schedule. Users tend to be less interested in complex features than marketing and development are, and complex features add disproportionately
to a development schedule.
CROSS-REFERENCE
29: Feature creep. Even if you’re successful at avoiding requirements gold-
For more on feature creep,
see Chapter 14,
“Feature-Set Control.”
plating, the average project experiences about a 25-percent change in requirements over its lifetime (Jones 1994). Such a change can produce at least
46
3.3 Classic Mistakes Enumerated
a 25-percent addition to the software schedule, which can be fatal to a rapiddevelopment project.
CROSS-REFERENCE
30: Developer gold-plating. Developers are fascinated by new technology
For an example of the way
that developer gold-plating
can occur even accidentally,
see “Unclear or Impossible
Goals” in Section 14.2.
and are sometimes anxious to try out new features of their language or environment or to create their own implementation of a slick feature they saw
in another product—whether or not it’s required in their product. The effort
required to design, implement, test, document, and support features that are
not required lengthens the schedule.
31: Push-me, pull-me negotiation. One bizarre negotiating ploy occurs when
a manager approves a schedule slip on a project that’s progressing slower
than expected and then adds completely new tasks after the schedule
change. The underlying reason for this is hard to fathom, because the manager who approves the schedule slip is implicitly acknowledging that the
schedule was in error. But once the schedule has been corrected, the same
person takes explicit action to make it wrong again. This can’t help but
undermine the schedule.
32: Research-oriented development. Seymour Cray, the designer of the Cray
supercomputers, says that he does not attempt to exceed engineering limits in more than two areas at a time because the risk of failure is too high
(Gilb 1988). Many software projects could learn a lesson from Cray. If your
project strains the limits of computer science by requiring the creation of new
algorithms or new computing practices, you’re not doing software development; you’re doing software research. Software-development schedules are
reasonably predictable; software research schedules are not even theoretically predictable.
If you have product goals that push the state of the art—algorithms, speed,
memory usage, and so on—you should assume that your scheduling is highly
speculative. If you’re pushing the state of the art and you have any other
weaknesses in your project—personnel shortages, personnel weaknesses,
vague requirements, unstable interfaces with outside contractors—you can
throw predictable scheduling out the window. If you want to advance the
state of the art, by all means, do it. But don’t expect to do it rapidly!
Technology
The remaining classic mistakes have to do with the use and misuse of modern
technology.
CROSS-REFERENCE
For more on the silver-bullet
syndrome, see Section 15.5,
“Silver-Bullet Syndrome.”
33: Silver-bullet syndrome. In the case study, there was too much reliance
on the advertised benefits of previously unused technologies (report generator, object-oriented design, and C++) and too little information about how
47
Chapter 3: Classic Mistakes
well they would do in this particular development environment. When project
teams latch onto a single new practice, new technology, or rigid process and
expect it to solve their schedule problems, they are inevitably disappointed
(Jones 1994).
CROSS-REFERENCE
34: Overestimated savings from new tools or methods. Organizations seldom
For more on estimating
savings from productivity
tools, see “How Much
Schedule Reduction to
Expect” in Section 15.4.
improve their productivity in giant leaps, no matter how many new tools or
methods they adopt or how good they are. Benefits of new practices are partially offset by the learning curves associated with them, and learning to use
new practices to their maximum advantage takes time. New practices also
entail new risks, which you’re likely to discover only by using them. You are
more likely to experience slow, steady improvement on the order of a few
percent per project than you are to experience dramatic gains. The team in
Case Study 3-1 should have planned on, at most, a 10-percent gain in productivity from the use of the new technologies instead of assuming that they
would nearly double their productivity.
CROSS-REFERENCE
A special case of overestimated savings arises when projects reuse code from
previous projects. This kind of reuse can be a very effective approach, but
the time savings is rarely as dramatic as expected.
For more on reuse, see
Chapter 33, “Reuse.”
35: Switching tools in the middle of a project. This is an old standby that
hardly ever works. Sometimes it can make sense to upgrade incrementally
within the same product line, from version 3 to version 3.1 or sometimes even
to version 4. But the learning curve, rework, and inevitable mistakes made
with a totally new tool usually cancel out any benefit when you’re in the
middle of a project.
CROSS-REFERENCE
For more on source-code
control, see “Software
Configuration Management”
in Section 4.2.
36: Lack of automated source-code control. Failure to use automated sourcecode control exposes projects to needless risks. Without it, if two developers are working on the same part of the program, they have to coordinate
their work manually. They might agree to put the latest versions of each file
into a master directory and to check with each other before copying files into
that directory. But someone invariably overwrites someone else’s work.
People develop new code to out-of-date interfaces and then have to redesign their code when they discover that they were using the wrong version
of the interface. Users report defects that you can’t reproduce because you
have no way to re-create the build they were using. On average, source code
changes at a rate of about 10 percent per month, and manual source-code
control can’t keep up (Jones 1994).
Table 3-1 contains a complete list of classic mistakes.
48
3.4 Escape from Gilligan’s Island
Table 3-1. Summary of Classic Mistakes
People-Related
Mistakes
Process-Related
Mistakes
Product-Related
Mistakes
Technology-Related
Mistakes
1. Undermined
motivation
2. Weak personnel
3. Uncontrolled
problem employees
4. Heroics
5. Adding people to
a late project
6. Noisy, crowded
offices
7. Friction between
developers and
customers
8. Unrealistic
expectations
9. Lack of effective
project sponsorship
10. Lack of stakeholder
buy-in
11. Lack of user input
12. Politics placed
over substance
13. Wishful thinking
14. Overly optimistic
schedules
15. Insufficient risk
management
16. Contractor failure
17. Insufficient
planning
18. Abandonment of
planning under
pressure
19. Wasted time during
the fuzzy front end
20. Shortchanged
upstream activities
21. Inadequate design
22. Shortchanged
quality assurance
23. Insufficient management controls
24. Premature or overly
frequent convergence
25. Omitting necessary
tasks from estimates
26. Planning to catch
up later
27. Code-like-hell
programming
28. Requirements
gold-plating
29. Feature creep
30. Developer
gold-plating
31. Push-me, pull-me
negotiation
32. Research-oriented
development
33. Silver-bullet
syndrome
34. Overestimated
savings from
new tools or
methods
35. Switching tools
in the middle
of a project
36. Lack of
automated
source-code
control
3.4
Escape from Gilligan’s Island
A complete list of classic mistakes would go on for pages more, but those
presented are the most common and the most serious. As Seattle University’s
David Umphress points out, watching most organizations attempt to avoid
these classic mistakes seems like watching reruns of Gilligan’s Island. At the
beginning of each episode, Gilligan, the Skipper, or the Professor comes up
with a cockamamie scheme to get off the island. The scheme seems as
though it’s going to work for a while, but as the episode unfolds, something
goes wrong, and by the end of the episode the castaways find themselves
right back where they started—stuck on the island.
49
Chapter 3: Classic Mistakes
Similarly, most companies at the end of each project find that they have made
yet another classic mistake and that they have delivered yet another project
behind schedule or over budget or both.
Your Own List of Worst Practices
Be aware of the classic mistakes. Create lists of “worst practices” to avoid on
future projects. Start with the list in this chapter. Add to the list by conducting project postmortems to learn from your team’s mistakes. Encourage other
projects within your organization to conduct postmortems so that you can
learn from their mistakes. Exchange war stories with your colleagues in other
organizations, and learn from their experiences. Display your list of mistakes
prominently so that people will see it and learn not to make the same mistakes yet another time.
Further Reading
Although a few books discuss coding mistakes, there are no books that I
know of that describe classic mistakes related to development schedules.
Further reading on related topics is provided throughout the rest of this book.
50
Index
Special Characters
3GLs (third-generation languages), 365
switching from a, 360–62
4GLs (fourth-generation languages), 365
switching to a, 360–62
90-90 problem, 580
A
Aburdene, Patricia, 258
accountability, team structure and, 302
accuracy
of data, measurement and, 476
precision vs., 173
achievement motivation, 255
adherence to plan, overly optimistic scheduling
and, 211
Advances in Software Inspections, 77
air-traffic-control workstation software, 320
Albrecht, Allan J., 174, 187
all-out rapid development, 20
Amish barn raising team, 273–74, 277, 279, 280,
286, 287, 292
Andriole, Steven J., 573
Applied Software Measurement (Jones), 204, 479
appreciation (recognition)
failure of teams and lack of, 290
lack of, as morale killer, 267–68
motivation and gestures of, 262–63
“Article of Understanding” (with customers), 325
Art of Software Testing, The (Myers), 76
Assessment and Control of Software Risks (Jones),
106, 161, 204, 343, 369, 608
assuming risks, 98
Auerbach, Red, 51
August, Judy, 452, 455, 461, 463
Australian Computer Society Software
Challenge, 61
automatic programming, 366–67
“Automatic Programming: Myths and Prospects”
(Rich and Waters), 366
autonomy, sense of
of team members, 286–87
work itself as motivation and, 259
avoiding risks, 97. See also risk management
B
Babich, W., 68
Bach, James, 41
Baker, F. Terry, 305, 306
ballpark schedule estimates, 185–97
efficient schedules, 192–94
first thing to do with, 196–97
nominal schedules, 194–96
shortest possible schedules, 188–92
tables of, 186–88
barn raising. See Amish barn raising team
baseline report, 475
Basili, Victor R., 12, 14, 74, 360, 469, 475, 556
Baumert, John, 57
Bayer, Sam, 287
Becoming a Technical Leader (Weinberg), 271
Belbin, Meredith, 284
Belz, F. C., 161
Bentley, Jon, 68, 436
Bersoff, Edward H., 68
best practices in rapid development, 390–401.
See also specific practices
chapters in this book on, 390
organization of, 392–94
sections in, 394
reasons for excluding candidates for, 395–96
summary of best-practice candidates, 394–400
summary of evaluations of, 400–401
summary tables on
“chance of first-time success” entry, 393
“chance of long-term success” entry, 393–94
625
Index
best practices in rapid development, summary
tables on, continued
“effect on schedule risk” entry, 393
“improvement in progress visibility”
entry, 393
“major interactions and trade-offs” entry, 394
“major risks” entry, 394
“potential reduction from nominal schedule”
entry, 392
sample table, 390–91
Bieman, James M., 431, 435, 436, 438, 439, 441,
443, 571, 597
Biggerstaff, Ted, 535
Bock, Douglas, 360
Boddie, John, 314, 338, 339, 388, 603, 604
Boehm, Barry W., 12–13, 40, 44, 45, 62, 71–73, 84,
94, 106, 123, 124, 161, 181–83, 192, 203, 212,
217, 249, 257, 262, 263, 276, 277, 331, 335,
417, 462, 484, 511, 518, 559, 568, 585, 601
Boeing, 256
Booch, Grady, 67
Brady, Shelia, 543, 603
breaking the build, penalty for, 410
Brodman, Judith G., 474
Brooks, Frederick P., Jr., 41, 207, 222, 305, 311,
317, 348, 349, 365, 369, 378, 411, 418, 534
Brooks, Ruven, 348
budget, unrealistic expectations about, evolutionary prototyping and, 436
buffers, project overrun and, 94
Bugsy (film), 344
build group, establishing a, 408–9
building a program, 406. See also daily build and
smoke test
Building Quality Software (Glass), 76
Burlton, Roger, 55, 428
burnout
overly optimistic scheduling and, 217
signing up and, 544
business software, defined, 22
business-team structure, 304
Butler Cox Foundation, 293
buy-in by stakeholders, lack of, 42
Bylinsky, Gene, 207
626
C
cancelation of projects, 319
Capability Maturity Model, The (Carnegie Mellon
University/Software Engineering Institute),
28, 59
Card, David N., 12, 74, 249, 531, 532
Carnegie Mellon University, 28
Carroll, Paul B., 23, 343, 488
case-based estimating, 181
case studies
change management, effective, 342–43
classic mistakes, 29–37
estimation
careful project estimation, 200–202
seat-of-the-pants, 164
fundamentals, lack of, 52–55
fuzzy front end, 124–25
lifecycle models
effective selection of lifecycle model, 159–61
ineffective selection of, 134–36
motivation
disheartening lunch with the boss, 250–51
highly motivational environment, 270–71
productivity tools
effective tool use, 368–69
ineffective tool use, 346–47
recovery of projects
successful project recovery, 385–87
unsuccessful project recovery, 372–73
requirements, 234–36, 246
risk management
contractor, lack of, 82–83
systematic, 103–5
schedule negotiation, successful, 229–30
strategy for rapid development
clear, 25–27
lack of a clear, 6
team structure
good match between project objectives and
team structure, 315–16
mismatch between project objectives and
team structure, 297–99
Index
case studies, continued
teamwork
high-performance team, 277–78
poor group dynamics, 274–75
selection of team members, 282–83
CASE tools, 363, 364, 366
Caswell, Deborah L., 478
categories, estimation by, 178
“chance of first-time success” entry, in
best-practice summary tables, 393
“chance of long-term success” entry, in
best-practice summary tables, 393–94
change
designing for (see designing for change)
managing a high-performance team and, 288
change analysis, 338–39
change-control boards, 339–41, 403
Cherlin, M., 293
chief-programmer team structure, 305
Chow, Tsun S., 76
classic mistakes, 8, 29–50
awareness of, 50
case study, 29–37
effect on development schedule, 37–39
people-related, 40–43
process-related, 44–46
product-related, 46–47
recovery of projects and, 379–80
technology-related, 47–48
Clements, Paul C., 423
CNA Insurance Company, 461
Coad, Peter, 67
COCOMO model, 182
code-and-fix lifecycle model, 140
strengths and weaknesses of, 156
Code Complete (McConnell), xvi, 67, 75, 343, 414,
423, 432, 524
code-like-hell approach (commitment-based
approach), 22–25, 184
as classic mistake, 46
disadvantages of, 23–24
successes and advantages of, 22–23
this book’s approach compared to, 24–25
code reading, 74
cohesiveness of teams, performance and, 277
Comer, Ed, 531, 532
commercial software, defined, 22
commitment
to productivity tool selection, 358
to the team, 285
commitment-based approach. See code-like-hell
approach (commitment-based approach)
communication
failure of teams and, 290
among team members, 286
team structure and, 302
Communications of the ACM, 317
Complete Guide to Software Testing, The
(Hetzel), 76
“Component Software” (Udell), 538
Confessions of a Used Program Salesman
(Tracz), 538
confidence factors, estimation and, 181–82
Connell, John, 443
Constantine, Larry L., 28, 43, 61, 67, 294, 296, 317
Constantine on Peopleware (Constantine), 28, 317
construction
customer-oriented, 242–43
as development fundamental, 64–65
further reading on, 67–68
Conte, S. D., 479
contractors. See also outsourcing
failure of, as classic mistake, 44
risks associated with, 89
contracts, outsourcing, 493, 495, 498–99
control
estimation vs., 170
evolutionary prototyping and diminished,
436–37
loss of
outsourcing and, 500
signing up and, 544
Controlling Software Projects (DeMarco), 59,
131, 203
convergence, premature or overly frequent
as classic mistake, 45–46
overly optimistic scheduling and, 213–15
627
Index
cost
lowest, as rapid development look-alike, 114
trade-offs among product, schedule, and, 126
Costello, Scott H., 207, 231
cost ratios, 72
Cox, Charles, 468, 474
Cray, Seymour, 47
“Creating New Software Was Agonizing Task for
Mitch Kapor Firm” (Carroll), 343
creativity, overly optimistic scheduling and, 216–17
creativity team, 300
crisis, miniature milestones in response to a, 484
crowded work environments, 41
Crunch Mode (Boddie), 388
Curtis, Bill, 12, 213, 249
custom applications, productivity tools and, 350
customer-oriented development, 16, 233–47
importance of customers to rapid development,
236–38
customer-oriented practices, 238–43
construction, 242–43
design, 242
further reading on, 247
planning, 239
requirements analysis, 239–42
requirements practices, 338
customer relations
daily build and smoke test and, 407
overly optimistic scheduling and, 213
Theory-W management and, 561
customers
developers’ understanding with, 325
expectations of, 243–45
unrealistic, 120–21, 243, 245
friction between developers and, 41–42
identifying, 116, 239
risks associated with, 88–89
customer-satisfaction surveys, 241, 242
Cusumano, Michael, 116, 255, 270, 272, 290, 324,
327, 341, 407, 414, 432, 536
cycles, short release, 339
628
D
daily build and smoke test, 405–14
bottom line on, 413–14
further reading on, 414
interactions with other practices, 413
managing risks of, 412–13
side effects of, 413
summary of, 405
time savings produced by, 406–7
using, 407–12
adding code to the build, 409
broken builds, checking for, 407–8
build and smoke testing even under
pressure, 411
build group, establishing a, 408–9
daily building of the product, 407
daily smoke test, 408
holding area for code that’s to be added
to the build, 409–10
keys to success in, 414
kinds of projects that can use this process,
411–12
penalty for breaking the build, 410
releasing builds in the morning, 410–11
requiring developers to smoke test before
adding code to system, 409
Davis, Alan M., 68, 366
DBMS-oriented applications, productivity tools
and, 350
deadlocks, breaking, in principled negotiations,
227
Debugging the Development Process (Maguire), 28,
231, 608
Dedene, Guido, 493, 496, 502
defect rates, 69–71
of error-prone modules, 72
defects, preventing, 71
DeGrace, Peter, 143, 161
DeMarco, Tom, 12, 28, 41, 59, 118, 131, 174,
186, 203, 217, 231, 249, 271, 276, 288, 290,
293–95, 317, 334, 506, 513, 543, 603, 608
Deming, W. Edwards, 265
demonstration prototyping, 591
Index
design. See also designing for change
customer-oriented, 242
as development fundamental, 62–63
evolutionary prototyping and poor, 438–39
further reading on, 66–67
inadequate, as classic mistake, 45
risks associated with, 91
“Design and Code Inspections to Reduce Errors in
Program Development” (Fagan), 77
designing for change, 415–23
bottom line on, 422
further reading on, 423
interactions with other practices, 422
managing the risks of, 421–22
side effects of, 422
summary of, 415
using, 416–21
change plans, 419
defining families of programs, 419–21
identifying areas likely to change, 416–17
information hiding, 417–19
keys to success in, 423
object-oriented design, 421
Design Objectives and Criteria (Boeing), 256
design-to-schedule lifecycle model, 149–50
strengths and weaknesses of, 157
design-to-tools lifecycle model, 152–53
strengths and weaknesses of, 157
developers
as bad negotiators, 221
estimates prepared by, 178
feedback on measurement data to, 474–75
friction between customers and, 41–42
gold-plating by, 47
hygiene factors for, 265–66
increased attachment to specific features, 328
in JAD sessions, 454
miniature milestones of, 485
motivations of, 251–54
not involving, in decisions that affect them, as
morale killer, 268–69
overly optimistic scheduling and relationships
between managers and, 217
developers, continued
recovery of projects and, 379
reuse and, 535
Developing Products in Half the Time (Smith and
Reinertsen), 131
development environment, risks associated
with, 88
development speed. See speed of development
De Vreese, Jean-Pierre, 493, 496, 502
diagnosis of defects, daily build and smoke test
and, 406
Discipline for Software Engineering, A
(Humphrey), 28
documentation
graphically oriented, 329
reuse and, 534
Dreger, Brian, 204
drop-dead date, fixed, 114–15
Dunn, Robert H., 62
Dunsmore, H. E., 479
Dupont, 293, 586
Dyer, William G., 296
Dynamics of Software Development (McCarthy),
317, 388, 414, 432
E
“effect on schedule risk” entry, in best-practice
summary tables, 393
efficient development, 19–20
customer relationships and, 237
tilted toward best schedule, 20
efficient schedules
ballpark estimates for, 192–94
shortest possible schedules and, 193
effort estimation, 182–83
Elements of Friendly Software Design, The (Heckel),
317
embedded software, 22
Emery, Fred, 287, 288
Emery, Merrelyn, 287, 288
employees. See personnel (employees; staff)
empowerment, sense of, team members’, 287
encapsulation, planned reuse and, 534
629
Index
end-users. See also customer-oriented
development; customers
lack of involvement, 42
risks associated with, 88
Erikson, W. J., 12, 217, 249
Ernst and Young, 61
error-prone modules, 72
error rates. See defect rates
estimate-convergence graph, 168
estimates (estimation), 163–204
accuracy vs. precision and, 173
allowing time planning for, 178
ballpark schedule, 185–97
efficient schedules, 192–94
first thing to do with, 196–97
nominal schedules, 194–96
shortest possible schedules, 188–92
tables of, 186–88
case-based, 181
case studies
careful project estimation, 200–202
seat-of-the-pants estimation, 164
by categories, 178
changing practices of, 179
commitment-based scheduling and, 184
confidence factors and, 181–82
construction example, 166
control vs., 170
convergence between reality and, 171–72
cooperation and, 171
developer-based, 178
as development fundamental, 55
effort, 182–83
function-point, 174–77
further reading on, 203–4
as gradual refinement process, 165–69
at low level of detail, 178
off-the-cuff, 177
omission of common tasks and, 179
omitting necessary tasks from, as classic
mistake, 46
overview of the process of, 173–74
padding of, 184
630
estimates (estimation), continued
plus-or-minus style, 180
presentation styles for, 179–82
previous projects as basis for, 178
principled negotiation method and, 227–29
probability of loss, 93
ranges for, 180
recalibration of schedules, 199–200
reestimation mistakes, 46
refinement of, 197–200
risk quantification and, 180–81
schedule, 183–85
size, 174–82
definition of size, 175
function-point estimation, 174
size of loss, 93
software tools for, 179
staged delivery and, 552
story of, 165–72, 221
tips on, 177–79
using several different techniques for, 179
by walk-through, 178
evolutionary delivery, 151–52, 425–32
further reading on, 432
interactions with other practices, 431
managing the risks of, 429
side effects of, 430
strengths and weaknesses of, 157
summary of, 425
using, 427–29
keys to success in, 432
release order, 428–29
when to use, 429
evolutionary prototyping lifecycle model, 147–48,
433–43
bottom line on, 441–42
evolutionary delivery and, 425, 426, 428–31
further reading on, 443
interactions with other practices, 441
managing the risks of, 435–40
diminished project control, 436–37
feature creep, 439
inefficient use of prototyping time, 440
Index
evolutionary prototyping lifecycle model, managing
the risks of, continued
poor design, 438–39
poor end-user or customer feedback, 437
poor maintainability, 439
poor product performance, 437
unrealistic performance expectations, 437
unrealistic schedule and budget
expectations, 436
side effects of, 440
strengths and weaknesses of, 156
summary of, 433–34
user-interface prototyping and, 591–92
using, 435
keys to success in, 442
expectations
measurements and, 468
unrealistic, 42
of customers, 120–21
after JAD session, 460
about performance, evolutionary prototyping
and, 437–38
about schedule and budget, evolutionary
prototyping and, 436
about schedule and budget, throwaway
prototyping and, 572
Exploring Requirements (Gause and Weinberg), 66
external environment, risks associated with, 90
F
Fagan, M. E., 45, 77, 123, 212
Faller, Benoît, 530, 534
families of programs/products, 420–21
features (feature set), 319–44
case study: managing change effectively, 342–43
creeping (creeping requirements), 46–47, 123,
319 (see also requirements (requirements
specifications or analysis))
evolutionary prototyping and, 439
kinds of controls, 320–21
outsourcing and, 492
reducing the feature set, 321–31
scrubbing (entirely removing) features,
329–30
features (feature set), creeping (creeping requirements), continued
staged delivery and, 555
timebox development and, 581
user-interface prototyping and, 591
versioned development, 330–31
further reading on, 343–44
late-project feature cuts, 341–42
mid-project changes, 331–41
effects of change, 335–36
killer-app syndrome, 332
methods of change control, 338–41
sources of change, 331–32
stopping changes altogether, 336–37
unclear or impossible goals, 332–35
recovery of projects and, 382–84
timebox development and, 580
feature-team structure, 307
Federal Aviation Administration (FAA), air-trafficcontrol workstation software, 320
feedback
end-user or customer, evolutionary prototyping
and, 437
on measurement data, 474–75
team structure and, 302
Fenton, Norman, 474, 475
firmware, 22
first-order estimation practice, Jones’s, 185
Fisher, Roger, 231, 562
flow time, productivity environments and, 506
focus groups, 241, 242
fourth-generation languages. See 4GLs
Fox, Christopher J., 534, 535
Frakes, William B., 534, 535
Freedman, Daniel P., 77
Freeman, Peter, 538
friction
customer relationships and, 238
between developers and customers, 41–42
Function Point Analysis (Dreger), 204
function-point estimation, 174–77
further reading on, 204
function-point multipliers, 176
631
Index
fundamentals of software development, 8, 15,
51–79, 395
case study: lack of fundamentals, 52–55
following the instructions on, 77–78
further reading on, 66–68
management, 55–60
quality assurance (see quality assurance)
technical, 60–66
fuzzy front end, 124
case study, 124–25
wasted time during, 44
G
Gaffney, J., 187
gambles, 103
overly optimistic scheduling and, 216
Gates, Bill, 208, 290
Gause, Donald C., 66
Getting to Yes (Fisher and Ury), 222, 231
Gibbs, W. Wayt, xiii, 14, 320, 343
Gilb, Tom, 47, 59, 71, 74, 76, 82, 106, 204, 231,
428, 430, 432, 489, 558
Glass, Robert L., xvii, 76, 82, 206, 215, 216, 352,
367, 369, 416
goals
setting, 445
achievement motivation and, 255–57
measurement and, 469
unclear or impossible
mid-project changes and, 332–35
minimal-specification approach and, 326
gold-plating
minimal-specification approach and, 326–27
timebox development and, 581
Gordon, V. Scott, 431, 435, 436, 438, 439, 441, 443,
571, 597
Grady, Robert B., 478, 479
Graham, Dorothy, 74, 76
Grant, E. E., 12, 217, 249
granularity of data, 471
Gray, T. E., 12, 217, 277
Griss, 531, 534
groups, teams distinguished from, 276
Grove, Andrew S., 60, 265
growth, possibility for, as motivation, 257–58
632
H
Hackman, J. Richard, 258, 272
Hall, Tracy, 474, 475
Hamilton, Scott, 14
Handbook of Walkthroughs, Inspections
and Technical Reviews (Freedman and
Gerald), 77
Hatley, Derek J., 66
Hawthorne effect, 264–65
Hawthorne Works of the Western Electric
Company, 263
Heckel, Paul, 317
Henry, S. M., 529, 534
Herbsleb, James, 537
heroics, 41
Herzberg, Frederick, 254, 265, 272
Hetzel, Bill, 52, 56, 57, 76, 351
High Output Management (Grove), 60
high risk, 102–3
Highsmith, Jim, 287
hiring practices, 40
human resources, code-like-hell approach and, 24
Humphrey, Watts S., 28, 44, 211, 502
Hunter, Richard, 262, 321, 540
Hutchens, David H., 74
hygiene factors
morale and, 265
motivation and, 265–66
productivity environments and, 506
I
Iansiti, Marco, 116, 207, 231
IBM, 70, 72, 174
Santa Teresa office facility, 509, 512
“IBM’s Santa Teresa Laboratory-Architectural
Design for Program Development”
(McCue), 513
idle periods, long-term teambuilding and, 293–94
IEEE Software (magazine), 479, 538
“Impacts of Life Cycle Models on Software
Configuration Management” (Bersoff and
Davis), 68
implementation, risks associated with, 91
Index
“improvement in progress visibility” entry, in
best-practice summary tables, 393
incentives, motivation and, 262
incremental development practices, 152
ineffective development practices, 3. See also
classic mistakes
inefficient schedule-oriented practices, 20–21
information
about risks, 97
team structure and, 302
information hiding, 63
designing for change and, 417–19
planned reuse and, 534
in-house software, defined, 22
In Search of Excellence (Peters and Waterman),
247, 263, 272, 317
Inside RAD (Kerr and Hunter), 262, 321
inspections, 74
further reading on, 76–77
integration of code
daily build and smoke test and, 406
staged delivery and, 552
interactive software, defined, 22
interdependence among team members, 286
International Function Point User Groups
(IFPUG), 174
J
JAD (Joint Application Development), 241, 242,
324–25, 449–63
bottom line on, 461
further reading on, 463
interactions with other practices, 461
managing the risks of, 460
requirements specifications and, 450, 461–62
savings produced by, 450
side effects of, 460–61
using, 451–59
design phase, 451–52, 457–59
keys to success in, 462
planning phase, 451–57
job feedback, work itself as motivation and, 259
job satisfaction, defined, 254
Johnson, Donna L., 474
Joint Application Design (August), 463
Joint Application Development. See JAD
Joint Application Development (Wood and
Silver), 463
Joint Requirements Planning. See JRP
Jones, Capers, xiii, xvii, 12, 42, 45, 46, 48, 57, 66,
67, 69–73, 81, 106, 123, 161, 163, 174, 179,
185, 192, 204, 207, 211, 215, 217, 227, 244,
258, 297, 305, 309, 319, 331, 338, 339, 343,
353, 356, 360, 363, 364–65, 369, 370, 422,
441, 461, 469, 476, 479, 506, 512, 524, 531,
534, 537, 581, 596, 601, 606, 608
Jones’s first-order estimation practice, 176, 185
Joos, Rebecca, 531
JRP (Joint Requirements Planning), 452
jumping into coding, as classic mistake, 45
K
Karten, Naomi, 247
Katzenbach, Jon, 275, 296
Kemerer, Chris, 187, 188
Kerr, James, 262, 321, 540, 542
Kidder, Tracy, 23, 540, 542, 544, 545
Kitson, David H., 57, 62, 66, 70
Klein, Gary, 366
Klepper, Robert, 360
Kohen, Eliyezer, 63
Korson, Timothy D., 417
Krantz, Les, xvii
L
LaFasto, Frank M. J., 41, 256, 257, 279, 285, 288,
291, 294, 296, 299, 300, 302, 317
Lakhanpal, B., 40, 277, 293
languages. See 3GLs (third-generation languages);
4GLs (fourth-generation languages); rapiddevelopment languages (RDLs)
Laranjeira, Luiz, 197
large teams, 311–13
Larson, Carl E., 41, 256, 257, 279, 285, 288, 291,
294, 296, 299, 300, 302, 317
late projects, adding people to, 41
leaders (leadership), 283
JAD session, 454
recovery of projects and, 377–78
633
Index
leads, technical, 313–14
Lederer, Albert L., xiii, 178, 319
legacy-systems reengineering, outsourcing, 494
lifecycle planning (lifecycle models), 16, 133–43,
151–52, 239. See also specific models
case studies
effective selection of lifecycle model, 159–61
ineffective selection of lifecycle model,
134–36
choosing the most rapid model, 154–58
code-and-fix model, 140
design-to-schedule, 149–50
design-to-tools, 152–53
evolutionary prototyping, 147–48
incremental development practices, 152
modified waterfall model, 143–47
off-the-shelf software, 153–54
selection of, 465
staged delivery, 148–49
strengths and weaknesses of, 156–58
waterfall model, 136–39
lines-of-code measurements, 477
Lister, Timothy, 12, 28, 41, 217, 231, 249, 271, 276,
288, 290, 293, 295, 334, 506, 511, 513, 543,
603, 608
long-term rapid development, 217
loss of control
outsourcing and, 500
signing up and, 544
Lyons, Michael L., 253
M
Maguire, Steve, 28, 68, 231, 270, 543, 603, 604, 608
maintainability, evolutionary prototyping and
poor, 439
“major interactions and trade-offs” entry, in
best-practice summary tables, 394
“major risks” entry, in best-practice summary
tables, 394
management (managers). See also Theory-W
management
of high-performance teams, 288–89
inappropriate involvement of technically inept,
as morale killer, 268
634
management (managers), continued
manipulation by, as morale killer, 266–67
motivations of, compared to developers, 251–52
overly optimistic scheduling and relationships
between developers, 217
recovery of projects and, 377–78
technical leads and, 313–14
management controls, insufficient, as classic
mistake, 45
management fundamentals, 55–60
estimation and scheduling, 55
further reading on, 58–60
measurement, 58
planning, 56
tracking, 56–58
management risks, 87–88
Manager’s Guide to Software Engineering, A
(Pressman), 59, 75
Managing a Programming Project (Metzger),
56, 59
Managing Expectations (Karten), 247
Managing Software Maniacs (Whitaker), 247
Managing the Software Process (Humphrey), 502
manipulation by management, as morale killer,
266–67
Marciniak, John J., 493, 502
Marcotty, Michael, 68
Martin, James, 131, 293, 308, 317, 366, 452–55,
461, 463, 584, 586, 587
Masters, Stephen, 57, 62, 66, 70
maturity of productivity tools, 356–57
Mayo, Elton, 263
MBTI (Myers-Briggs Type Indicator) test, 253
McCarthy, Jim, 127, 242, 307, 317, 339, 341, 388,
407, 414, 432, 482
McConnell, Steve, xiv, 67, 75, 343, 414, 423, 432,
523, 524
McCue, Gerald M., 513
McDermott, Tim, 530, 534
McGarry, Frank, 12, 249, 277, 360, 469, 475,
530, 534
measurement, 467–79
benefits of using, 468
bottom line on, 478
Index
measurement, continued
as development fundamental, 58
expectations and, 468
further reading on, 478–79
interactions with other practices, 477
managing the risks of, 476–77
side effects of, 477
using, 469–76
accuracy of data, 476
analysis vs. measurement, 473–74
baseline report, 475
feedback on measurement data, 474–75
Goals, Questions, Metrics practice, 469
granularity, 471–73
keys to success in, 478
limitations, 475–76
measurement group, 469–70
Pareto analysis, 473
what to do with collected data, 473–75
what to measure, 470–73
measurement group, 469
Measures for Excellence (Putnam and Myers), 203
Method for Assessing the Software Engineering
Capability of Contractors, A (Humphrey and
Sweet), 502
Metzger, Philip W., 56, 59, 221, 543, 603
Microsoft
case study: motivation of developers at, 270–71
late-project feature cuts at, 341
“Microsoft Corporation: Office Business Unit”
(Iansiti), 231
Microsoft Secrets (Cusumano and Selby), 272,
414, 432
Microsoft Windows NDS tree 3.0, development of,
388, 408, 542–44
Microsoft Word for Windows 1.0
optimistic scheduling practices and, 207–9
Microsoft Visual C++, 242
milestones
major, 484
miniature (see miniature milestones)
military software, 22
Millington, Don, 236, 328
Mills, Harlan D., 12, 249, 305, 306, 543, 603
miniature milestones, 380–82, 481–89
bottom line on, 488
fine-grain control and, 483
further reading on, 489
generic task lists vs., 487
interactions with other practices, 488
managing risks of, 487
motivation and, 483
schedule risk and, 483
side effects of, 487
status visibility and, 482–83
summary of, 481
using, 484–87
assessing progress and recalibrating or
replanning, 486–87
developers’ own mini milestones, 485
“done” and “not done” as only two
statuses, 485
early or in response to a crisis, 484
exhaustive set of milestones, 486
keys to success in, 489
for short-term planning, 486
size limit, 485
minimal specifications, 323–29
benefits of, 325–26
keys to success in using, 328–29
lack of support for parallel activities and, 327
risks of, 326–28
wrong reason for using, 328
Modern Structured Analysis (Yourdon), 66
modularity, 63
“Modular Structure of Complex Systems, The”
(Parnas, Clements, and Weiss), 423
MOI model, 289
Moore, Dave, 270
morale
daily build and smoke test and, 407
defined, 254
factors that lower, 265–69
measurement and, 468
minimal-specification approach and, 325–26
outsourcing and, 500
project recovery and, 377, 379
635
Index
morale budget at Microsoft (case study), 270
More Programming Pearls (Bentley), 68
motivation(s), 14
achievement as, 255–57
case studies
disheartening lunch with the boss, 250–51
highly motivational environment, 270–71
commitment-based approach and, 23
defined, 254
of developers, 251–54
further reading on, 271–72
heavy-handed campaigns to improve, as morale
killer, 269
miniature milestones and, 483
minimal-specification approach and, 325–26
morale killers, 265–69
excessive schedule pressure, 267
heavy-handed motivation campaigns, 269
hygiene factors, 265–66
inappropriate involvement of technically
inept management, 268
lack of appreciation for developers, 267
low quality, 269
management manipulation, 266–67
not involving developers, 268–69
productivity barriers, 269
overly optimistic scheduling and, 216
performance reviews and, 265
personal life as, 260–61
pilot projects and, 263–65
possibility for growth as, 257–58
rewards and incentives and, 262–63
technical-supervision opportunity as, 261
timebox development and, 581
undermined, as classic mistake, 40
work itself as, 258–60
motivation (motivation factors), 249–72
mutual trust, teamwork and, 285
Myers, Glenford, 73, 74, 76
Myers, Ware, 14, 182, 192, 518
Myers-Briggs Type Indicator (MBTI) test, 253
Mythical Man-Month, The (Brooks), 305, 317,
369, 418
636
N
Naisbitt, John, 258, 508
NASA, 478
Software Engineering Laboratory, 74, 277, 352,
421, 469, 474, 475, 530, 533
negotiation (negotiating skills)
estimates and, 221
principled (see principled negotiation method)
push-me, pull-me, 47
separating the people from the problem, 222–23
noisy, crowded offices, 41
nominal schedules, 194–96
“No Silver Bullets-Essence and Accidents of
Software Engineering” (Brooks), 348
O
Object Oriented Analysis and Design (Booch), 67
object-oriented design
designing for change and, 421
information hiding, 417–19
planned reuse and, 534
Object-Oriented Design (Coad and Yourdon), 67
object-oriented programming, 367
Object-Oriented Rapid Prototyping (Connell and
Shafer), 443
O’Brien, Larry, 358, 370
office space. See productivity environments
offshore outsourcing, 496
off-the-shelf software, 153–54
strengths and weaknesses of, 157
O’Grady, Frank, 294
Oldham, Greg R., 258, 272
Olsen, Neil, 18
“One More Time: How Do You Motivate Employees?” (Herzberg), 272
“On the Criteria to Be Used in Decomposing
Systems into Modules” (Parnas), 423
opportunistic efficiency, minimal-specification
approach and, 326
optimistic schedules, overly, as classic mistake, 44
optimistic scheduling. See scheduling (schedules),
overly optimistic
Index
organization of teams, 13
organization risks, 87–88
outsourcing, 491–502
bottom line on, 501
feature creep and, 492
further reading on, 502
interactions with other practices, 501
managing the risks of, 499–500
planning and, 493
requirements specification and, 492
reusable components and, 492
side effects of, 501
staffing flexibility and, 492
summary of, 491
time savings with, 492
using, 493–99
communication with the vendor, 493
contract considerations, 498–99
contract management, 493
double standards for outsourced work, 495
keys to success in, 501–2
kinds of arrangements, 495–96
legacy-systems reengineering, 494
management plan including risk
management, 493
offshore outsourcing, 496–97
technical resources, 493–94
unstable requirements, 494
vendor evaluation, 497–98
overrun, project, 94
overtime
desire for free, as rapid-development lookalike, 115
voluntary (see voluntary overtime)
ownership, achievement motivation and, 255
P
padding of estimates, 184
Page-Jones, Meilir, 67
Papaccio, 45, 62, 71, 212, 335, 585
Pareto analysis, 473
Parnas, David L., 417, 419, 420, 422, 423
Peat Marwick, 82
penalty for breaking the build, 410
people (peopleware issues). See also personnel
(employees; staff)
classic mistakes related to, 40
as dimension of development speed, 11, 12–14
recovery of projects and, 376–79
Peopleware (DeMarco and Lister), 28, 231, 271,
513, 608
perception of development speed, 119–21
overcoming the perception of slow
development, 121
performance
product, evolutionary prototyping and, 437
team structure and monitoring of, 302
performance reviews, motivation and, 265
per-person-efficiency trade-offs, 127
Perry, Dewayne E., 476
personal life, as motivation, 260–61
personnel (employees; staff). See also people
(peopleware issues)
evaluations of, measurements misused for, 476
long-term teambuilding and, 293
outsourcing and staffing flexibility, 492
problem, 40–41
failure of teams and, 291–92
recovery of projects and, 377
risks associated with, 90
weak, 40
Peters, Chris, 255, 324, 413, 536
Peters, Tomas J., 247, 258, 263, 265, 271, 272, 317
Pfleeger, Shari Lawrence, 441, 533–36
philosophy, best practices and, 395
Pietrasanta, Alfred M., 14, 474
Pirbhai, Imtiaz A., 66
planned reuse, 531–35
planning (plans), 486
abandonment of, under pressure, as classic
mistake, 44
change, 419
customer-oriented, 239
as development fundamental, 56
insufficient, as classic mistake, 44
outsourcing and, 493
637
Index
planning (plans), continued
overly optimistic scheduling and adherence
to, 211
overly optimistic scheduling and quality of, 211
risk-management, 85, 96–97
Plauger, P. J., 28, 66–67
point-of-departure spec, 324
politics placed over substance, 43
postmortems, interim, 102
“potential reduction from nominal schedule”
entry, 392
Practical Guide to Structured Systems Design, The
(Page-Jones), 67
Practical Software Metrics for Project Management
and Process Improvement (Grady), 479
Prasad, Jayesh, xiii, 178, 319
precision, accuracy vs., 173
predictability, as rapid-development look-alike, 113
premature convergence, overly optimistic
scheduling and, 213–15
premature releases, daily build and smoke test
and, 412–13
presentation styles, for estimates, 179–82
Pressman, Roger S., 59, 75, 79
principled negotiation method, 222–29, 503
degrees of freedom in planning a software
project and, 225–26
focusing on interests, not positions, 224–25
insisting on using objective criteria, 227–29
inventing options for mutual gain, 225–27
separating the people from the problem, 222–23
Principles of Software Engineering Management
(Gilb), 59, 71, 106, 204, 231, 428, 430, 432,
489, 558
prioritization of risks, 85, 94–96
problem-resolution team, 300
process
abuse of focus on, 14–15
classic mistakes related to, 44–46
as dimension of development speed, 11, 14–16
recovery of projects and, 379–82
risks associated with, 91
638
product. See also features (feature set)
as dimension of development speed, 11, 17
risks associated with, 89–90
trade-offs among schedule, cost, and, 126–27
product characteristics, 17
product families, 420–21
productivity
barriers to, 269
failure of teams and, 290
classic mistakes and (see classic mistakes)
factors that affect, 37–38
lines-of-code measurement of, 477
motivation and, 40
peopleware issues and, 12, 13
per-person-efficiency trade-offs and, 127
team
permanent-team strategy, 292
variations in, 276–77
variations in, 14
among groups (teams), 12
among individuals, 12
productivity environments, 505–13
bottom line on, 511
further reading on, 513
interactions with other practices, 511
managing the risks of, 510–11
side effects of, 511
summary of, 505
using, 508–9
keys to success in, 513
productivity tools, 345–70
acquisition of, 353–58
criteria for tool selection, 356–58
risks of setting up a tools group, 355
tools person or group, 354–55
case studies
effective tool use, 368–69
ineffective tool use, 346–47
defined, 346
further reading on, 369–70
maturity of, 356–57
Index
productivity tools, continued
role in rapid development, 348–52
areas of special applicability, 349–50
limitations of productivity tools, 350–51
ultimate role of productivity tools, 351–52
silver-bullet syndrome (see silver bullets
(silver-bullet syndrome))
strategy for using, 352–53
use of, 358–63
how much schedule reduction to expect,
360–63
training, 359
when to deploy, 358–59
product size, 17
professional-athletic-team model, 309–10
program families, 420–21
Programming on Purpose (Plauger), 66
Programming on Purpose II (Plauger), 28
Programming Pearls (Bentley), 68
“Project Pathology: A Study of Project Failures”
(Thomsett), 388
project recovery. See recovery of projects
prototyping. See also evolutionary prototyping
lifecycle model; throwaway prototyping;
user-interface prototyping
prototyping, rapid, use of term, 434
prototyping, demonstration, 591
Psychology of Computer Programming, The
(Weinberg), 272
Putnam, Lawrence H., 14, 182, 192, 203, 518
Q
quality
lines-of-code measurement of, 477
low
daily build and smoke test and, 406
as morale killer, 269
overly optimistic scheduling and, 215–16
trade-offs, 127
quality assurance
fundamentals of, 69–77
defect rates, 69–71
error-prone modules, 72
quality assurance, continued
further reading on, 75–77
technical reviews, 73–75
testing, 72–73
purposes of, 15
shortchanged, as classic mistake, 45
Quality Software Management (Weinberg), 58, 218,
388, 608
R
RAD (Rapid Application Development), 366
Rapid Application Development (Martin), 131, 317,
366, 463, 587
rapid development. See also speed of development
approaches that contribute to, 130
core issues in, 109–31
further reading, 131
kind of rapid development needed, 111–16
odds of completing on time, 116–19
perception and reality of development
speed, 119–21
trade-off decisions, 126–27
typical schedule-improvement pattern,
128–30
variations in development practices, 109–11
where most of the time is spent, 122–25
customers’ importance to, 236–38
defined, 2
general kinds of, 18–21
all-out rapid development, 20–21
efficient development, 19–20
efficient development tilted toward best
schedule, 20
look-alikes, 113–15
trade-offs among different approaches to, 11, 18
ways of attaining, 2–3
rapid-development languages (RDLs), 515
bottom line on, 522–23
examples of, 516
interactions with other practices, 522
keys to success in, 523
managing the risks of, 520
side effects of, 522
using, 519
639
Index
rapid prototyping, use of term, 434
“Rapid Prototyping: Lessons Learned” (Gordon and
Bieman), 443
Raytheon, 14, 15, 21
RDLs. See rapid-development languages
“Realities of Off-Shore Reengineering” (Dedene
and De Vreese), 502
real-time systems, 22
recalibration of schedules, 199–200
recognition. See appreciation (recognition)
recovery of projects, 371–88. See also features
(feature set), late-project feature cuts and
mid-project changes
case studies
successful project recovery, 385–87
unsuccessful project recovery, 372–73
characteristics of projects in trouble, 371–72
fundamental approaches to, 373–74
philosophy of this book’s approach to, 374
plan for, 375–85
first steps, 376
people issues, 376–79
process, 379–82
product, 382
timing, 385
reestimation mistakes, 46
Reifer, Donald J., 493, 502
Reinertsen, D. G., 131
Reinventing the Corporation (Naisbitt and
Aburdene), 258
release cycles, short, 339
requirements (requirements specifications or
analysis), 61–62, 124
case studies, 234–36, 246
creeping (feature creep) (see features (feature
set), creeping (creeping requirements))
customer-oriented, 239–42, 338
detailed, 321–23
further reading on, 66
gold-plating, 46
JAD and, 450, 461–62
minimal specification, 323–29
benefits of, 325–26
keys to success in using, 328–29
640
requirements (requirements specifications or
analysis), continued
lack of support for parallel activities, 327
omission of key requirements, 326
risks of, 326–28
unclear or impossible goals, 326
wrong reason for using, 328
outsourcing and, 492, 494
recovery of projects and, 382–84
risks associated with, 89
scrubbing (entirely removing), 329–30, 525
research-oriented development, 47
resources, targeting, 16
reuse (reusable components), 527–38
bottom line on, 537
further reading on, 538
interactions with other practices, 536–37
keys to success in using, 537–38
managing the risks of, 535–36
outsourcing and, 492
side effects of, 536
summary of, 527
using, 528–35
opportunistic reuse, 528–31
planned reuse, 531–35
rewards
case study: at Microsoft, 270–71
motivation and, 262
rework
amount of time spent on, 123
avoidance of, 15
customer relationships and, 237
Rich, Charles, 366, 367
Rifkin, Stan, 468, 474
risk analysis, 85, 91–94
risk assessment, elements of, 85
risk, assuming, 98
risk control, 85, 96–102
risk exposure, 92
risk identification, 85–91
complete list of schedule risks, 86–91
contractor risks, 89
customer risks, 88–89
design and implementation risks, 91
Index
risk identification, continued
development environment risks, 88
end-user risks, 88
external environment risks, 90
organization and management risks, 87–88
personnel risks, 90
process risks, 91
product risks, 89–90
requirements risks, 89
schedule creation risks, 87
general risks, 85–86
most common schedule risks, 86
risk management, 8, 15, 81–106. See also
managing-risks sections of best-practice
Chapters 17–43
case studies, 82–83
systematic risk management, 103–5
disadvantages of, 82
elements of, 84
further reading on, 106
insufficient, as classic mistake, 44
levels of, 84
outsourcing and, 493
risk-management planning, 85, 96–97
risk monitoring, 85, 100–102
risk officer, 102
risk prioritization, 85, 94–96
risk quantification, estimation and, 180–81
risk resolution, 85, 97–100
risks, 102
customers-related, 237
roles, clear, team structure and, 302
Ross, Rony, 484, 559, 568
Rothfeder, Jeffrey, 82
runaway prevention, as rapid-development lookalike, 113
Rush, Gary W., 461
Russell, Glen W., 74
S
Sackman, H., 12, 217, 249
Saiedian, Hossein, 14
sashimi model, 143–44
schedule compression, 191–92
schedule constraints, 112–13
schedule creation risks, 87
schedule estimation, 183–85
schedule-oriented practices, 3, 9, 10. See also
speed of development; visibility-oriented
practices
focusing only on, 10
focusing too much on single, 5
kinds of, 4
schedule pressure
beating, 220–29
build and smoke testing even under, 411
excessive, as morale killer, 267
schedule recalibration, 199–200
schedule risk, miniature milestones and, 483
schedule-risk-oriented practices. See fundamentals
of software development
scheduling (schedules), 205–31
beating schedule pressure, 220–29
principled negotiation, 222–29
case study: a successful schedule negotiation,
229–30
commitment-based, 184
as development fundamental, 55
further reading on, 231
overly optimistic, 207–20
accuracy of schedules and, 210
adherence to plan and, 211
bottom line and, 218–20
burnout and, 217
creativity and, 216–17
customer relations and, 213
developer-manager relationships and, 217
effects of, 210–15
example of, 207
gambling and, 216
long-term rapid development and, 217
motivation and, 216
premature convergence, 213–15
project focus and, 213
quality and, 215–16
quality of project planning and, 211
root causes of, 209–10
underscoping the project and, 212
641
Index
scheduling (schedules), continued
overly optimistic, as classic mistake, 44
principled negotiation method and, 222–29
probability of meeting, 116–19
timebox development and, 580
trade-offs among product, cost, and, 126
Scherr, Allen, 285, 540, 542
Scholtz, 367, 421, 534
Schulman, Edward, 12, 217, 255, 276
scientific software, 22
scribe, in JAD sessions, 455
scrubbing (entirely removing) features,
329–30, 525
search-and-rescue team model, 307–8
Seewaldt, T., 12, 217, 277
Selby, Richard, 74, 116, 255, 270, 272, 290, 324,
327, 341, 407, 414, 432, 536
Shafer, Linda, 443
Shaw, 436
Shen, V. Y., 479
Sherman, Roger, 138
shortest possible schedules, 188–92
efficient schedules and, 193
Showstopper! (Zachary), 272, 388
shrink-wrap software, defined, 22
Shultz, Scott, 586
signing up, 539–45
bottom line on, 545
in different environments, 542
further reading on, 545
giving people a choice about, 541
interactions with other practices, 544–45
keys to success in using, 545
managing the risks of, 543–44
shaky requirements and, 542
side effects of, 544
at the team level, 541
vision and, 540
Silver, Denise, 463
silver bullets (silver-bullet syndrome), 47–48,
363–69, 520–21
biting the bullet, 367–68
identifying, 365–67
642
Sims, James, 452
size estimation, 174–82
definition of size, 175
function-point estimation, 174
size of product, 17
skill variety, work itself as motivation and, 258
skunkworks-team structure, 306–7
Smith, Douglas, 296, 275
Smith, P. G., 131
smoke test. See daily build and smoke test
Sobol, Marion G., 366
software, types of, 22
Software Acquisition Management (Marciniak and
Reifer), 493, 502
Software Configuration Management (Babich), 68
Software Configuration Management (Bersoff), 68
software configuration management (SCM)
as development fundamental, 65–66
further reading on, 68
software development. See fundamentals of
software development; rapid development
software engineering, further reading on, 79
Software Engineering (Pressman), 75, 79
Software Engineering (Sommerville), 75, 79
Software Engineering Economics (Boehm), 203
Software Engineering Institute, 14, 28, 55, 57, 59,
66, 70, 374, 502
Software Engineering Laboratory (NASA), 74, 277,
352, 421, 469, 474, 475, 530, 533
Software Engineering Metrics and Models
(Conte et al.), 479
“Software Engineering Under Deadline Pressure”
(Costello), 231
Software Implementation (Marcotty), 68
Software Inspection (Gilb and Graham), 76
Software Measurement Guidebook (NASA), 478
Software Metrics (Grady and Caswell), 478
“Software Productivity Research Programming
Languages Table” (Jones), 524
Software Risk Management (Boehm), 106, 161
“Software Risk Management: Principles and
Practices” (Boehm), 106
“Software’s Chronic Crisis” (Gibbs), 343
Index
Software Sizing and Estimating (Symons), 204
Sommerville, Ian, 75, 79
Soul of a New Machine, The (Kidder), 540, 542, 545
source-code control, lack of automated, as classic
mistake, 48
specifications. See requirements (requirements
specifications or analysis)
speed of development. See also rapid development
classic mistakes and, 37–39
dimensions of, 11–18
people, 12–14
process, 14–16
product, 17
relative importance of, 21–22
technology, 17–18
typical pattern for improving, 128–30
spiral lifecycle model, 141–43, 547
strengths and weaknesses of, 156
sponsorship of projects, lack of effective, 42
staff. See personnel (employees; staff)
staged delivery lifecycle model, 148–49, 425, 426,
549–58
benefits of, 550–52
bottom line on, 558
further reading on, 558
interactions with other practices, 557
keys to success in using, 558
managing the risks of, 555–56
rigidity of, 557
side effects of, 556–57
strengths and weaknesses of, 157
summary of, 549
using, 552–55
developer focus, 553–54
kinds of projects, 554–55
technical dependencies, 553
theme releases, 554
Stahl, Leslie Hulet, 161
Standish Group, xiii, 42, 61, 211, 236, 243, 319
Stapleton, Jennifer, 236, 328
startup costs, long-term teambuilding and, 293
statistics, overreliance on, 475
status-oriented office improvements, lost
productivity from, 510
status visibility
measurement and, 468
miniature milestones and, 482–83
signing up and, 543
user-interface prototyping and, 591
Staudenmayer, Nancy A., 476
storyboards, minimal specification and, 324
Strategies for Real-Time System Specification
(Hatley and Pirbhai), 66
strategy for rapid development
alternative (commitment-based or code-like-hell
approach), 22–25
case studies
absence of a clear, 6
clear, 25
in general, 8–10
stress, software errors and, 215
Structured Design (Yourdon and Constantine), 67
SWAT team model, 308–9
Sweet, W. L., 502
Symons, Charles, xiii, 171, 179, 192, 204, 351
synergy, 18
systems software, defined, 22
T
tactical-execution team, 300–301
task identity, work itself as motivation and, 258
task significance, work itself as motivation and,
258–59
team identity
lack of, 289
sense of, 281
teams (team projects). See also teamwork
organization of, 13
productivity differences among, 12, 13
staff selection for, 13
team structure, 297–317
best for rapid development, 302–3
case studies
good match between project objectives and
team structure, 315–16
643
Index
team structure, case studies, continued
mismatch between project objectives and
team structure, 297–99
clear roles and accountabilities and, 302
effective communication and, 302
fact-based decision making and, 302
kinds of, 300–301
managers and technical leads, 313–14
models of, 304–13
business team, 304
chief-programmer team, 305–6
feature team, 307
large teams, 311–13
professional athletic team, 309
search-and-rescue team, 307–8
skunkworks team, 306–7
SWAT team, 308–9
theater team, 310–11
monitoring of individual performance and
providing feedback, 302
teamwork, 273–94
case studies
high-performance team, 277–78
poor group dynamics, 274–75
selection of team members, 282–83
creating a high-performance team, 278–89
challenging work, 280–81
characteristics of a high-performance team,
278–79
commitment to the team, 285
competent team members, 282–84
effective communication, 286
failure of teams, 289–92
high level of enjoyment, 288
interdependence among members, 286
long-term teambuilding, 292–94
managing a high-performance team, 288–89
mix of roles and skills, 283–84
mutual trust, 285
results-driven structure, 282
sense of autonomy, 286–87
sense of empowerment, 287
sense of team identity, 281
644
teamwork, creating a high-performance team,
continued
shared vision or goal, 279
small team size, 287–88
groups distinguished from teams, 276
importance to rapid development, 276–78
software uses of, 275–76
summary of guidelines, 294–95
Teamwork (Larson and LaFasto), 316
technical fundamentals, 60–66
construction, 64–65
design, 62–63
requirements management, 61–62
software configuration management (SCM), 65
technical leads, 313–14
technical reviews
comment on, 74–75
as development fundamental, 73–75
further reading on, 76–77
technical-supervision opportunities, as motivation,
261
technology
classic mistakes related to, 47–48
as dimension of development speed, 11, 17–18
“Ten Commandments of Tool Selection, The”
(O’Brien), 370
Tesch, Deborah B., 366
testing
as development fundamental, 72–73
further reading on, 76
Thayer, Richard H., 59
theater team model, 310–11
theme for the product, minimal specification
and, 324
theme releases, staged delivery and, 554
Theory-W management, 239, 376, 559–68
bottom line on, 568
further reading on, 568
interactions with other practices, 567–68
managing the risks of, 566–67
side effects of, 567
summary of, 559
Index
Theory-W management, continued
using, 561–66
keys to success in, 568
kinds of projects that can use Theory-W, 566
manager’s role, 566
step 1: establish win-win preconditions,
562–64
step 2: structure a win-win software
process, 564
step 3: structure a win-win software
product, 565
“Theory-W Software Project Management:
Principles and Examples” (Boehm and
Ross), 568
third-generation languages. See 3GLs
Third Wave Project Management (Thomsett), 106
Thomsett, Rob, 42, 106, 253, 293, 294, 317, 388
Thriving on Chaos (Peters), 258
throwaway prototyping, 433, 569–73
evolutionary prototyping and, 441
user-interface prototyping and, 591–92
timebox development, 575–83
bottom line on, 582
further reading on, 583
interactions with other practices, 582
managing the risks of, 581
side effects of, 581
using, 577–80
entrance criteria, 579
keys to success in, 583
timebox team, 580
variations, 580
tools group, 585
acquisition of productivity tools and, 354–56
summary of, 585
Top-10 Risks List, 100–102, 587
Townsend, Robert, 287
tracking, as development fundamental, 56–58
Tracz, Will, 534–36, 538
trade-offs
per-person-efficiency, 127
quality, 127
among schedule, cost, and product, 126–27
training, in productivity tool use, 357
transferring risks, 97
trust
failure of teams and lack of, 290
among team members, 285
Turner, Albert J., 556
turnover
long-term teambuilding and, 293
overly optimistic scheduling and, 217
Tutorial on Software Design Techniques (Parnas),
423
Tutorial: Software Engineering Project Management (Thayer), 59
Tutorial: Software Quality Assurance (Chow, ed.),
76
U
Udell, John, 538
Umphress, David, 49
underscoping, overly optimistic scheduling and,
212
unrealistic expectations, 42
of customers, 120–21
after JAD session, 460
about performance, evolutionary prototyping
and, 437–38
about schedule and budget
evolutionary prototyping and, 436
throwaway prototyping and, 572
upstream activities, shortchanged, 45
Ury, William, 231, 562
user-interface prototyping, 324, 589–97
bottom line on, 597
interactions with other practices, 596
managing the risks of, 595–96
side effects of, 596
summary of, 589
using, 591–95
choosing a prototyping language, 592
end-user feedback and involvement, 593–94
evolutionary vs. throwaway prototyping,
591–92
finished product, 595
645
Index
user-interface prototyping, using, continued
keys to success in, 597
prototype as a Hollywood movie facade, 593
user manual, as specification, 324
V
Vaishnavi, Vijay K., 417
Valett, J., 12, 249, 277, 469
van Genuchten, Michiel, 46, 184, 199, 210, 486
vendors. See outsourcing
version 1 of productivity tools, 356
version 2
features, 339
of productivity tools, 357
version 3 of productivity tools, 357
versioned development, 330–31
visibility-oriented practices, 10
vision
failure of teams and lack of, 289
managing a high-performance team and, 288
sharing a, in high-performance teams, 279
signing up and, 540
vision statement, minimal specification and, 324
Visual C++, Microsoft, 242
voluntary overtime, 599–608
bottom line on, 606–7
further reading on, 608
interactions with other practices, 606
managing the risks of, 605–6
side effects of, 606
summary of, 599
using, 600–605
caution about too much overtime, 604–5
developer-pull vs. leader-push approach,
600–601
how much overtime to ask for, 603
keys to success in, 607
out-of-control projects, 603
overtime should not be mandatory, 601–3
Vosburgh, J. B., 37, 38, 60, 240, 241, 256, 319, 335
Votta, Lawrence G., 476
646
W
Waligora, Sharon, 530, 534
walkthroughs, 73
estimating by, 178
wasted effort, minimal-specification approach and
avoidance of, 326
wasted time, during fuzzy front end, 44
waterfall lifecycle model, 136–39
modified, 143–47
with risk reduction, 146
sashimi model, 143
with subprojects, 145
strengths and weaknesses of, 156
Waterman, Robert H., Jr., 247, 263, 271, 272, 317
Waters, Richard, 366, 367
Weinberg, Gerald M., 12, 40–41, 58, 66, 77, 217,
218, 221, 255, 271, 272, 276, 296, 388, 600,
601, 608
Weiss, David M., 423, 469
“What Are the Realities of Software Productivity/
Quality Improvements” (Glass), 369
“When the Rubber Hits the Road: A Guide to
Implementing Self-Managing Teams”
(Thomsett), 317
Whitaker, Ken, 247, 267, 554
Why Does Software Cost So Much? (DeMarco), 231,
317
“Why Is Technology Transfer So Hard?” (Jones),
370
Wicked Problems, Righteous Solutions (DeGrace
and Stahl), 161
Wiener, Lauren Ruth, 321
Windows NT 3.0, development of, 388, 408,
542–44
win-win projects, 239
WinWord (Microsoft Word for Windows) 1.0
optimistic scheduling practices and, 207–9
Wirth, Niklaus, 319
Wisdom of Teams, The (Katzenbach and Smith),
275
Index
wishful thinking, 43
schedules and, 221
Witness (film), 273, 296
Wood, Jane, 463
Word for Windows 1.0, optimistic scheduling
practices and, 207–9
work environments. See also productivity environments
noisy, crowded, 41
Work Redesign (Hackman and Oldham), 272
Wosser, 531, 534
Writing Solid Code (Maguire), 68
Y
Yourdon, Edward, 66–67, 73, 337, 423
Z
Zachary, Pascal, 23, 271, 272, 388, 408, 412, 413,
542, 544
Zawacki, Robert, xviii, 259, 351
Zelkowitz, 351
647
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