Showing posts with label capacity. Show all posts
Showing posts with label capacity. Show all posts

Thursday, 12 July 2012

Making Agile Go Fast

Just recently I was speaking with a potential customer who had concerns about the velocity of their Scrum teams. They had recently (9 months ago) switched to an agile approach and had expected to get much more delivered than they had.

Now they were looking in to scaling up the number of Scrum teams on the project to try and increase velocity and deliver more quickly. In my experience of many agile projects, increasing the number of people on the project, especially one that is struggling, never has the desired effect of making things go faster. The advice to this customer was to therefore look at making their existing teams and process more effective rather than increasing the number of people on the project.

This got me thinking about what makes agile projects go slow. Across a number of projects that I have experienced, I’ve identified four common traits: two related to people and process and two related to technical concerns.

The Wrong People

Agile is all about using the right people. In fact this is true for any project or process, but for agile it is even more important. Use the right people and the agile process will work. Use the wrong ones and you will struggle.

The people who you don’t want on your agile project are those who are not disciplined enough to follow sound engineering practices and those who try to build complex frameworks/toolkits and who conduct personal science projects on your codebase. If you want to go fast then it’s vital that you have a clean, simple and well-refactored codebase that is backed up by a set of quality tests. Team members who don’t support this vision slow down the whole team.

To get back on track, remove those devs who aren’t following good engineering discipline and those who keep making things more complex. Bring in experienced agile developers to pair with the remaining team, giving them the responsibility of ensuring quality engineering practices are followed.

Putting The Process First

Another common mistake of companies starting out with agile projects is that they assume the process will make them go faster. Sorry to disappoint, but this is just not true. What makes agile teams go fast is creating open channels of communication and self organising and empowered teams.

If an organisation can’t create an excellent environment for communicating then no agile process will help. Agile helps teams go faster by eliminating the unnecessary documentation and waterfall steps. However, this information transfer must still happen and it happens through closer communication and collaboration.

Sadly, many organisations create agile teams and give them a process to follow but then insist on telling them how to organise, what tools and techniques to use, how to work and exactly what to do. This isn’t agile, it’s just another way of organising a traditional team. If you want agile to go fast then the team need total control over how they work and what they do.

To get back on track from here, relax on the process. Work on increasing communications. Give the agile teams the chance to decide how they will organise and work. Give them control and they will go faster. Agile is not a process, it’s about letting people get the job done.

Using The Wrong Technologies

So many agile projects struggle because they are using the wrong technologies. When this is the case it’s usually because the technology approach has been foisted on the team by an ‘ivory-tower’ architect or some senior manager who was wooed by the sales consultant from a large vendor. In other cases it may be that the team are forced into using a ‘corporate standard’ technology set.

In many cases the team will repeatedly identify the technology as a major factor in retrospectives. However, more often than not they will be told that this is not something that can be changed and that they have to stick with it. Why throw away hundreds of thousands or even millions on staff costs when backtracking on some poor technology choices would make so much difference.

Again, giving the teams the authority to make technology decisions is essential. Allowing technology choices to be reversed if they prove to be hindering delivery is also an important part of being agile.

Making The Architecture Too Complex

Many software systems are designed, or become, far too complex. In an agile environment this is a guaranteed way of making things go slower. Software must be kept as simple as possible so that it is easy to continually change and enhance.

If the architecture of an agile system has become so complex that it hinders development then it must be revisited and greatly simplified. Layers must be removed, interfaces reduced and code and technologies radically refactored to make everything simpler. Once that is done then the project must work all out on stopping it from getting more complex again in the future.


Only by using the right people, correctly empowered and communicating can the team have the ability to go fast and be truly agile. Only by making the correct technology choices, reversing bad technology choices and keeping everything simple can the ability to turned into real agile delivery.

Sunday, 10 June 2012

Pairing is Wearing

In this post back in August 2011 I was talking about the many benefits of Pair Programming. Having now been full-time pair programming for almost an entire year, I wanted to mention one of the downsides that I have discovered.

A Holiday

I've just finished my holiday. It wasn't the best one ever, mainly due to camping in the UK in June: which meant heavy rain and strong winds. Still, we had a good time and it was very relaxing.

As the week progressed and I had a chance to relax, unwind and get some lie-ins I started to discover that my mind was starting to become more alert. I was feeling less tired. Great ideas were starting to flow again. It was at this point I realised just how weary I had been at the start of the holiday. I had known I was feeling pretty knackered, just not quite how much.

This then got me thinking as the the possible cause of this tiredness and how it could gradually build up over time without me being fully aware of it. I looked back at what I've been doing for the past year...

  • I've been travelling a lot to get to/from work - but less than my previous job.
  • I've been learning lots of new stuff - but I'm a compulsive learner, so nothing new here.
  • We've put at least 3 major releases live - but I've put plenty of software live before.
  • We've been pairing full time - this is new!

Is Pairing More Tiring?

The conclusions that I have had to draw is that working in a paired environment is more mentally tiring that working alone or individually within a team. There's more of a requirement to stay focused when working as a pair - it's particularly noticable when one member of the pair is feeling unwell or tired. Also while pairing you are multitasking more - writing code, thinking about solutions but also communicating your thoughts and maintaining a running dialogue. All of this extra work requires extra mental energy and thus increases fatigue.

So, how can we pair over a period of time without burning out? Here's some thoughts that I hope to experiment with over the coming months:

  • Take more frequent and longer breaks than you would do while working individually. The productivity gain of working in pairs easily allows this to be supported
  • Do a lot more walking at lunchtime!
  • Try to provide team members regular tasks that they can undertake outside of a pair to give their mental energy drain a rest. Stuff that doesn't require extensive multitasking.

Anyone else got any thoughts or ideas?

Thursday, 1 December 2011

Increasing Agile Capacity

A scenario: you have a successful agile project. It’s made up of a number of small teams, each working on a separate component of the application suite. This has been working extremely well. You are capacity planning for the coming six months and you identify that one of these teams is likely to become a bottleneck. There are just too many stories that fit into their component area. How do you deal with this?

The above is something that looks likely on one of the projects that I am working on. I’ve been putting in some thinking on how this might pan out. This post documents my thoughts.

Traditional Reaction

There are typically two standard reactions to above problem: grow the team that is likely to be the bottleneck, or add an additional team to work on the component. In my experience neither of these works. Adding more people is rarely ever a good way to make a project go faster!

Growing the team

The best agile teams I have worked on have had one thing in common. They have all had between 4 and 6 devs, a QA, and a Scrum Master. As soon as the team gets any bigger than this I’ve found that the following occurs:

  • The performance gain of adding each additional dev is less each time.
  • It becomes much more difficult to gain consensus.
  • Team meetings become more long-winded and less productive.
  • Communication becomes more difficult.
  • It becomes difficult to maintain team values.
  • Code cruft (technical debt) increases.

Thus, adding additional devs and QAs to a team, either permanently or by borrowing from another team, just doesn’t work. Typically I’ve even found that the team goes slower as it has to spend more time cleaning up after itself.

Adding temporary devs (perhaps for a day or two) is, I’ve found, often worse than adding a permanent dev as there is less sense of ownership and shared team values. Working with good developers makes this less so, but I still believe it occurs more frequently than we like to admit.

Adding more teams

Having multiple teams working on a single component’s code base just doesn’t work well. I worked on one project where we had four teams working on the same code. We were tripping over each other all the time. Particular problems I have seen working in this way:

  • Communications between the teams becomes a big overhead.
  • More difficult to gain consensus on major technical decisions.
  • Scheduling work to avoid multiple pairs changing the same code is very difficult.
  • Very difficult to maintain shared values across multiple teams.
  • One team’s nice code is another team’s cruft.
  • Code cruft increases because one team is less willing to refactor another team’s code.
  • Different approaches to achieving the same implementation become more prevalent.
  • One team undoes another team’s work because they disagree with how it was done.
  • Important aspects like performance tend to slip between the cracks.
  • Productivity of the combined teams is far less than the sum of the productivity of each team working independently.

Multiple teams working on the same code base is a recipe for disaster. It results in more overhead, lower code quality and more cruft. Also, you get far less productivity gain that you would had you allowed each team to work independently on their own component.

Other Approaches

So, given that there is more work than the measured velocity of the team shows they can achieve in the time available. And, given that we don’t want to grow the team or add more teams. How do we solve the problem?

The aim is to keep small teams who can each work on an area of code that they have sole ownership of. This will give them the incentive to ensure that this component is clean, simple, maintainable and has a low level of cruft. It will also maximise the productivity of each individual team by minimising communication overhead.

I think a combination of four specific solutions are the best approach. These being: reducing waste, simplifying requirements, moving complexity and splitting components.

Reduce Waste

A good agile team should already be pretty good at reducing their waste. Retrospectives that generate actions which are then implemented go a long way towards this. A good Scrum Master who removes impediments is vital. The team will be provided with the best tools for the job.

Still, there is likely to be further waste that can be eliminated to allow the team to go faster. The first set comes from the category of unnecessary process waste. This includes things like:

  • Having to attend full meetings where there is very little need for members from the team to be present.
  • Long-winded design sessions that could be cut down with a bit more decisiveness.
  • Unnecessarily revisiting architecture and design decisions over and over again.
  • Re-enacting the same debate repeatedly because consensus wasn’t achieved.

The other set comes from giving the bottlenecked team stories to play that aren’t essential to what they are trying to deliver. This can be things like:

  • Helping ops with tracking down a problem
  • Adding additional logging of messages to an external system
  • Trying to reproduce an infrequent defect
  • Updating a build pipeline

In an ideal world, all of the above should be done by the team. However, if that team has a high volume of work to get through then these tasks can easily be divested out to teams that are perhaps not running at full capacity, allowing the team that is to maximise their throughput of important functional stories.

Simplify Requirements

Often performance of teams can be greatly hampered by having requirements that are either too complex or not clearly thought out. Ensure the backlog is groomed to contain only the most essential stories. Make sure these have been paired down to the absolute minimum set of requirements needed to fulfill the business needs.

The worst scenario is having a heavily loaded team working on features that are overly complex and time consuming. I’ve seen many cases where teams have worked on a fairly complex story only to later find that the clients uses just the core 80% of the feature, which could have been built in 20% of the time. The extra 80% of the time spent delivering that last 20% of non-essential requirement is just waste.

Analysts and the business need to scrutinise the backlog, squeezing every unnecessary piece of work from the stories. If the business doesn’t need some small aspect right now then create a separate story and play it later when the team has less critical path work.

Move complexity

In most large software systems it is possible to locate complexity in different components. For example table paging could be implemented in the server code or in javascript on the browser. If complexity in one place is causing capacity problems then it may be possible to move elements of this complexity to another team that has more spare capacity.

This may not always be the most technically pure solution, but it may be the best trade-off in order to deliver a product on time and budget. The complexity can always be relocated in the future.

As an example, consider a story where one component has 8 points of work do to delivery a feature and it’s two clients each have 2 points of work to consume the feature. Total 12 points. However, it might be possible to split the work differently, so that the core component implements something much simpler for 3 points, while the two clients take on some complexity and implement 5 points each. Total 13 points. So, the two approaches are roughly equivalent in size. The second might result in some duplication on behalf of two teams, but this allows the team with a large backlog to complete more stories. A pragmatic trade-off.

Split Components

If a team has multiple components, then the logical option is to relocate one or more of those components to another team. What if they only have one component?

Ideally, buy reducing waste, simplifying requirements, and moving complexity it should be possible to shrink the size of the backlog for a component. Hopefully the smaller backlog should be sufficiently sized that the team can complete it. What if they still can’t?

To me this seems to be a problem of decomposition. A component that is so large and complex that a team of six devs can’t maintain and enhance it is a component that is too big. In this case it should be split into two or more smaller components, with the current team keeping one part and a different team taking the other part(s).

Making the split is always technically challenging, but provided it is made across a clear interface boundary then my experience is that it is usually possible divide a component up into smaller constituent parts.

This is probably the only way that I would recommend going about adding more people to a project - introduce a new team (or repurpose an existing team) and give them their own code base and component(s) to work on.