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Classic Mistakes

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Essentially - 'one bad apple can spoil the whole barrel'. You don't have to just ensure that you do a few things right but that you must ... 13:Wishful thinking ... – PowerPoint PPT presentation

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Title: Classic Mistakes


1
Classic Mistakes
2
The Effect of mistakes on a development schedule
  • Essentially - one bad apple can spoil the whole
    barrel.
  • You dont have to just ensure that you do a few
    things right but that you must also avoid doing
    things wrong (Vosburgh 84).
  • It is almost impossible to single out root causes
    of slow development.
  • To slip into slow development it only takes one
    big mistake to occur.

3
Classic mistakes Enumerated
  • Most classic mistakes have seductive appeal.
  • how do you rescue a project?
  • Add more people!
  • A key team member is aggravating the rest of the
    team.
  • Wait till the project finishes then sack him/her!
  • These mistakes are surprisingly common.

4
People-related mistakes
  • 1Undermined Motivation
  • motivation has a greater effect on productivity
    and quality than any other factor.
  • 2Weak Personnel
  • individual capabilities of personnel is probably
    the second most important factor.
  • 3Uncontrolled problem employees
  • Failure to deal with problem personnel threatens
    development speed. Failure to deal with a problem
    employee is the most common complaint against
    team leaders.

5
People-related mistakes
  • 4Heroics
  • Can-do-attitudes can escalate minor setbacks
    into true disasters (DeMarco 95). Steady,
    consistent and meaningful progress is usually
    best.
  • 5Adding people to a late project
  • The most classic of classic mistakes. This is
    like pouring gasoline on a fire (Brooks 75).
  • 6Noisy, crowded offices
  • Most developers rate their working conditions as
    unsatisfactory - either they are not private
    enough or quiet enough (DeMarco and Lister 87).
    Productivity is better in quiet, private work
    areas.

6
People-related mistakes
  • 7Friction between developers and customers
  • Arguments may develop over schedule or
    requirements issues. There may be personality
    clashes. Poor communication can be the main cause
    and effect of friction.
  • 8Unrealistic expectations
  • Realistic expectations are one of the top 5
    factors required to ensure an in-house software
    project is successful (Standish Group 94).
    Managers may get in trouble by getting funding
    based on overly optimistic schedule estimates or
    pie-in-the-sky feature sets may be promised.
  • 9Lack of effective project sponsorship
  • Lack of an effective executive sponsorship
    virtually guarantees project failure (Thomsett
    95).

7
People-related mistakes
  • 10Lack of stakeholder buy-in
  • All the players must buy into the project -
    executive sponsor, team leader, team members,
    marketing staff, end-users, customers, etc.
  • 11Lack of user input
  • Number one reason that IS projects succeed is
    because of user involvement (Standish Group 94).
    Lack of user input runs risk misunderstanding
    projects requirements. Projects are vulnerable to
    feature creep at later stages.
  • 12Politics placed over substance
  • Political operators specialize in managing up,
    however putting politics above results is
    disastrous.

8
People-related mistakes
  • 13Wishful thinking
  • Not just optimism but closing your eyes and
    hoping something turns up when there is no
    reasonable basis for this!

9
Process-related mistakes
  • 14Overly optimistic schedules
  • Sets project up for failure by undermining
    planning and abbreviating aspects such as
    requirements analysis and design. Ultimately
    demoralizes developers.
  • 15Insufficient risk management
  • Actively manage risks to avoid catastrophes.
  • 16Contractor failure
  • Contractors frequently deliver products that are
    late, of a low quality or below spec (Boehm 89).

10
Process-related mistakes
  • 17Insufficient planning
  • Say no more .. this speak for itself.
  • 18Abandonment of planning under pressure
  • This happens routinely (Humphrey 89). The problem
    is more to do with not replacing it with a new
    plan but rather fall into code-and-fix.
  • 19Wasted time during the fuzzy front end
  • Easier, cheaper and less risky to be efficient
    with time at the fuzzy front end rather than
    compress the development schedule by the same
    amount.

11
Process-related mistakes
  • 20Shortchanged upstream activities
  • Requirements analysis, architecture and design
    may be sacrificed first because they dont
    produce code!! The results known as jumping into
    code can cost 10 - 100 times the cost of doing
    properly in the first place (Fagan 76).
  • 21Inadequate design
  • Rushed projects undermine design by not
    allocating enough time to it, difficult as a
    result then to come up with the best designs.
  • 22Shortchanged quality assurance
  • Hurried projects often sacrifice code reviews and
    test planning. Short cutting 1 day of QA early in
    a project may cost 3 to 10 days downstream (Jones
    94).

12
Process-related mistakes
  • 23Insufficient management controls
  • Before you can keep a project on track you have
    to be able to tell whether it is on track in the
    first place.
  • 24Premature or overly frequent convergence
  • There is always a temptation to force a product
    out early and so ignore planning at the last -
    this is often counterproductive.
  • 25Omitting necessary tasks from estimates
  • Omitted necessary tasks often add up to 20-30 of
    a development schedule (Van Genuchten 91).

13
Process-related mistakes
  • 26Planning to catch up later
  • Things that you learn about your project as you
    go along should be built into the schedule. E.g.
    if it takes 3 months to reach a milestone that
    was expected to be achieved in two months then
    dont expect to catch this time up later.
  • 27Code-like-hell programming
  • Never really works in a time-limited project.

14
Product-related mistakes
  • 28Requirements gold-plating
  • Some projects have more requirements than are
    actually needed, right from the beginning.
  • 29Feature creep
  • An average project experiences about a 25-percent
    change in requirements over its lifetime (Jones
    94).
  • 30Developer gold-plating
  • Developers sometimes are keen to try out new
    technology regardless of whether it is beneficial
    or not.

15
Product-related mistakes
  • 31Push-me, pull-me negotiation
  • A manager may approve a schedule slip on a slow
    moving project then add completely new tasks
    after the schedule change.
  • 32Research-oriented development
  • If your product goals push the state of the art -
    algorithms, speed, memory usage, then you should
    assume that your schedules are highly speculative.

16
Technology-related mistakes
  • 33Silver bullet syndrome
  • Teams that expect a single new practice,
    technology or process to solve their problems are
    often disappointed (Jones 94).
  • 34Overestimated savings from new tools
  • Improvements in productivity are normally slow
    and steady.
  • 35Switching tools in the middle of a project
  • Hardly ever works. The learning curve, rework and
    mistakes cancels out benefits.
  • 36Lack of automated source code control
  • Manual co-ordination of software is more
    difficult and may result, for example, in one
    developer over-writing another's code.
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