Software has characteristics that make it hard to build with traditional management techniques; effective development requires a different, more exploratory and iterative approach.
The root cause of bad software has less to do with specific engineering choices, and more to do with how development projects are managed.
The right coding language, system architecture, or interface design will vary wildly from project to project. But there are characteristics particular to software that consistently cause traditional management practices to fail, while allowing small startups to succeed with a shoestring budget:
• Reusing good software is easy; it is what allows you to build good things quickly;
• Software is limited not by the amount of resources put into building it, but by how complex it can get before it breaks down; and
• The main value in software is not the code produced, but the knowledge accumulated by the people who produced it.
Understanding these characteristics may not guarantee good outcomes, but it does help clarify why so many projects produce bad outcomes. Furthermore, these lead to some core operating principles that can dramatically improve the chances of success:
1. Start as simple as possible;
2. Seek out problems and iterate; and
3. Hire the best engineers you can.
While there are many subtler factors to consider, these principles form a foundation that lets you get started building good software.
Software should be treated not as a static product, but as a living manifestation of the development team’s collective understanding.
Building good software requires focus: starting with the simplest solution that could solve the problem. A well-made but simplistic app never has problems adding necessary features. But a big IT system that does a lot of things poorly is usually impossible to simplify and fix. Even successful “do it all” apps like WeChat, Grab, and Facebook started out with very specific functionality and only expanded after they had secured their place. Software projects rarely fail because they are too small; they fail because they get too big.
Unfortunately, keeping a project focused is very hard in practice: just gathering the requirements from all stakeholders already creates a huge list of features.
One way to manage this bloat is by using a priority list. Requirements are all still gathered, but each are tagged according to whether they are absolutely critical features, high-value additions, or nice-to-haves. This creates a much lower-tension planning process because features no longer need to be explicitly excluded. Stakeholders can then more sanely discuss which features are the most important, without worrying about something being left out of the project. This approach also makes explicit the trade-offs of having more features. Stakeholders who want to increase the priority for a feature have to also consider what features they are willing to deprioritise. Teams can start on the most critical objectives, working their way down the list as time and resources allow.
This starts with something as simple as talking to the actual people you are trying to help. The goal is to understand the root problem you want to solve and avoid jumping to a solution based just on preconceived biases. When we first started on Parking.sg, our hypothesis was that enforcement officers found it frustrating to have to keep doing the mental calculations regarding paper coupons. However, after spending just one afternoon with an experienced officer, we discovered that doing these calculations was actually quite simple for someone doing it professionally. That single conversation saved us months of potentially wasted effort and let us refocus our project on helping drivers instead.
Beware of bureaucratic goals masquerading as problem statements. “Drivers feel frustrated when dealing with parking coupons” is a problem. “We need to build an app for drivers as part of our Ministry Family Digitisation Plans” is not. “Users are annoyed at how hard it is to find information on government websites” is a problem. “As part of the Digital Government Blueprint, we need to rebuild our websites to conform to the new design service standards” is not. If our end goal is to make citizens’ lives better, we need to explicitly acknowledge the things that are making their lives worse.
Having a clear problem statement lets you experimentally test the viability of different solutions that are too hard to determine theoretically. Talking to a chatbot may not be any easier than navigating a website, and users may not want to install yet another app on their phones no matter how secure it makes the country. With software, apparently obvious solutions often have fatal flaws that do not show up until they are put to use. The aim is not yet to build the final product, but to first identify these problems as quickly and as cheaply as possible. Non-functional mock-ups to test interface designs. Semi-functional mock-ups to try different features. Prototype code, written hastily, could help garner feedback more quickly. Anything created at this stage should be treated as disposable. The desired output of this process is not the code written, but a clearer understanding of what the right thing to build is.
Smaller teams of good engineers will also create fewer bugs and security problems than larger teams of average engineers. Similar to writing an essay, the more authors there are, the more coding styles, assumptions, and quirks there are to reconcile in the final composite product, exposing a greater surface area for potential issues to arise. In contrast, a system built by a smaller team of good engineers will be more concise, coherent, and better understood by its creators. You cannot have security without simplicity, and simplicity is rarely the result of large-scale collaborations.
The more collaborative an engineering effort, the better the engineers need to be. Problems in an engineer’s code affect not just his work but that of his colleagues as well. In large projects, bad engineers end up creating more work for one another, as errors and poor design choices snowball to create massive issues. Big projects need to be built on solid reliable code modules in an efficient design with very clear assumptions laid out. The better your engineers, the bigger your system can get before it collapses under its own weight. This is why the most successful tech companies insist on the best talent despite their massive size. The hard limit to system complexity is not the quantity of engineering effort, but its quality.
From How to Build Good Software
The root cause of bad software has less to do with specific engineering choices, and more to do with how development projects are managed.
The right coding language, system architecture, or interface design will vary wildly from project to project. But there are characteristics particular to software that consistently cause traditional management practices to fail, while allowing small startups to succeed with a shoestring budget:
• Reusing good software is easy; it is what allows you to build good things quickly;
• Software is limited not by the amount of resources put into building it, but by how complex it can get before it breaks down; and
• The main value in software is not the code produced, but the knowledge accumulated by the people who produced it.
Understanding these characteristics may not guarantee good outcomes, but it does help clarify why so many projects produce bad outcomes. Furthermore, these lead to some core operating principles that can dramatically improve the chances of success:
1. Start as simple as possible;
2. Seek out problems and iterate; and
3. Hire the best engineers you can.
While there are many subtler factors to consider, these principles form a foundation that lets you get started building good software.
Software should be treated not as a static product, but as a living manifestation of the development team’s collective understanding.
1. Start as Simple as Possible
Projects that set out to be a “one-stop shop” for a particular domain are often doomed. The reasoning seems sensible enough: What better way to ensure your app solves people’s problems than by having it address as many as possible? After all, this works for physical stores such as supermarkets. The difference is that while it is relatively easy to add a new item for sale once a physical store is set up, an app with twice as many features is more than twice as hard to build and much harder to use.Building good software requires focus: starting with the simplest solution that could solve the problem. A well-made but simplistic app never has problems adding necessary features. But a big IT system that does a lot of things poorly is usually impossible to simplify and fix. Even successful “do it all” apps like WeChat, Grab, and Facebook started out with very specific functionality and only expanded after they had secured their place. Software projects rarely fail because they are too small; they fail because they get too big.
Unfortunately, keeping a project focused is very hard in practice: just gathering the requirements from all stakeholders already creates a huge list of features.
One way to manage this bloat is by using a priority list. Requirements are all still gathered, but each are tagged according to whether they are absolutely critical features, high-value additions, or nice-to-haves. This creates a much lower-tension planning process because features no longer need to be explicitly excluded. Stakeholders can then more sanely discuss which features are the most important, without worrying about something being left out of the project. This approach also makes explicit the trade-offs of having more features. Stakeholders who want to increase the priority for a feature have to also consider what features they are willing to deprioritise. Teams can start on the most critical objectives, working their way down the list as time and resources allow.
2. Seek Out Problems and Iterate
In truth, modern software is so complicated and changes so rapidly that no amount of planning will eliminate all shortcomings. Like writing a good paper, awkward early drafts are necessary to get a feel of what the final paper should be. To build good software, you need to first build bad software, then actively seek out problems to improve on your solution.This starts with something as simple as talking to the actual people you are trying to help. The goal is to understand the root problem you want to solve and avoid jumping to a solution based just on preconceived biases. When we first started on Parking.sg, our hypothesis was that enforcement officers found it frustrating to have to keep doing the mental calculations regarding paper coupons. However, after spending just one afternoon with an experienced officer, we discovered that doing these calculations was actually quite simple for someone doing it professionally. That single conversation saved us months of potentially wasted effort and let us refocus our project on helping drivers instead.
Beware of bureaucratic goals masquerading as problem statements. “Drivers feel frustrated when dealing with parking coupons” is a problem. “We need to build an app for drivers as part of our Ministry Family Digitisation Plans” is not. “Users are annoyed at how hard it is to find information on government websites” is a problem. “As part of the Digital Government Blueprint, we need to rebuild our websites to conform to the new design service standards” is not. If our end goal is to make citizens’ lives better, we need to explicitly acknowledge the things that are making their lives worse.
Having a clear problem statement lets you experimentally test the viability of different solutions that are too hard to determine theoretically. Talking to a chatbot may not be any easier than navigating a website, and users may not want to install yet another app on their phones no matter how secure it makes the country. With software, apparently obvious solutions often have fatal flaws that do not show up until they are put to use. The aim is not yet to build the final product, but to first identify these problems as quickly and as cheaply as possible. Non-functional mock-ups to test interface designs. Semi-functional mock-ups to try different features. Prototype code, written hastily, could help garner feedback more quickly. Anything created at this stage should be treated as disposable. The desired output of this process is not the code written, but a clearer understanding of what the right thing to build is.
3. Hire the Best Engineers You Can
The key to having good engineering is having good engineers. Google, Facebook, Amazon, Netflix, and Microsoft all run a dizzying number of the largest technology systems in the world, yet, they famously have some of the most selective interview processes while still competing fiercely to recruit the strongest candidates. There is a reason that the salaries for even fresh graduates have gone up so much as these companies have grown, and it is not because they enjoy giving away money.
Both Steve Jobs and Mark Zuckerberg have said that the best engineers are at least 10 times more productive than an average engineer. This is not because good engineers write code 10 times faster. It is because they make better decisions that save 10 times the work.
A good engineer has a better grasp of existing software they can reuse, thus minimising the parts of the system they have to build from scratch. They have a better grasp of engineering tools, automating away most of the routine aspects of their own job. Automation also means freeing up humans to work on solving unexpected errors, which the best engineers are disproportionately better at. Good engineers themselves design systems that are more robust and easier to understand by others. This has a multiplier effect, letting their colleagues build upon their work much more quickly and reliably. Overall, good engineers are so much more effective not because they produce a lot more code, but because the decisions they make save you from work you did not know could be avoided.
This also means that small teams of the best engineers can often build things faster than even very large teams of average engineers. They make good use of available open source code and sophisticated cloud services, and offload mundane tasks onto automated testing and other tools, so they can focus on the creative problem-solving aspects of the job. They rapidly test different ideas with users by prioritising key features and cutting out unimportant work. This is the central thesis of the classic book “The Mythical Man-Month”: in general, adding more software engineers does not make a project go faster, it only makes it grow bigger.
Both Steve Jobs and Mark Zuckerberg have said that the best engineers are at least 10 times more productive than an average engineer. This is not because good engineers write code 10 times faster. It is because they make better decisions that save 10 times the work.
A good engineer has a better grasp of existing software they can reuse, thus minimising the parts of the system they have to build from scratch. They have a better grasp of engineering tools, automating away most of the routine aspects of their own job. Automation also means freeing up humans to work on solving unexpected errors, which the best engineers are disproportionately better at. Good engineers themselves design systems that are more robust and easier to understand by others. This has a multiplier effect, letting their colleagues build upon their work much more quickly and reliably. Overall, good engineers are so much more effective not because they produce a lot more code, but because the decisions they make save you from work you did not know could be avoided.
This also means that small teams of the best engineers can often build things faster than even very large teams of average engineers. They make good use of available open source code and sophisticated cloud services, and offload mundane tasks onto automated testing and other tools, so they can focus on the creative problem-solving aspects of the job. They rapidly test different ideas with users by prioritising key features and cutting out unimportant work. This is the central thesis of the classic book “The Mythical Man-Month”: in general, adding more software engineers does not make a project go faster, it only makes it grow bigger.
Smaller teams of good engineers will also create fewer bugs and security problems than larger teams of average engineers. Similar to writing an essay, the more authors there are, the more coding styles, assumptions, and quirks there are to reconcile in the final composite product, exposing a greater surface area for potential issues to arise. In contrast, a system built by a smaller team of good engineers will be more concise, coherent, and better understood by its creators. You cannot have security without simplicity, and simplicity is rarely the result of large-scale collaborations.
The more collaborative an engineering effort, the better the engineers need to be. Problems in an engineer’s code affect not just his work but that of his colleagues as well. In large projects, bad engineers end up creating more work for one another, as errors and poor design choices snowball to create massive issues. Big projects need to be built on solid reliable code modules in an efficient design with very clear assumptions laid out. The better your engineers, the bigger your system can get before it collapses under its own weight. This is why the most successful tech companies insist on the best talent despite their massive size. The hard limit to system complexity is not the quantity of engineering effort, but its quality.
From How to Build Good Software