Driving innovation with agile: a short case study


A prototype of the first mouse

We all know the story – but it’s still remarkably easy to forget that some of the most influential innovations in the field of personal computing, including the mouse, the laser printer, computer generated bitmap graphics and the graphical user interface, were not invented by Microsoft or Apple, but by a small research centre in the Valley called the Xerox Palo Alto Research Center (PARC).

Of course, part of the reason we all forget is that PARC are equally famous for fumbling the future, as was written in 1988, and not managing to capitalise on these innovations. For the next 20 years PARC was largely ridiculed and mostly forgotten.

Flash forward to today, and PARC, now spun off as an independent subsidiary of Xerox, is back in the big leagues and delivering a huge amount of innovations to tech startups, corporations and even the U.S. Government. Harvard Business Review have posted an interesting article on the HBR Blog about the secret to their reinventing themselves. One point stood out to me like a beacon:

Part of the magic lies in the current business model which, as Lawrence Lee, director of strategy, explained to us, relies on partnering closely with customers, inventing a minimally viable product, and collaboratively iterating from there, based on market feedback.

This is what agile, and continuous delivery, is all about: get your innovations into the hands of the customer as soon as possible, and iterate based on real feedback. It’s about “inventing a minimally viable product”, and using real feedback, real customers, real interactions, to make the next decisions that impact what your product ends up like and in what direction it goes.

Interestingly, the other ingredients to their success were People, Collaboration and Communication.

Now consider the Agile Manifesto:

  • Individuals and interactions over processes and tools
  • Working software over comprehensive documentation
  • Customer collaboration over contract negotiation
  • Responding to change over following a plan

The basic principles that helped PARC reinvent themselves once again into a successful innovation house are the same principles that drive agile software projects. Even if they didn’t use the word ‘agile’, the engineers at PARC are living the Agile Manifesto every day.

Release it: now

Release your software to real users as early as possible.

Building software for years without ever releasing any of it is like working in a kitchen and letting the food go cold and mouldy before serving it up.

Building software is a collaborative process – not just amongst you and your colleagues – or between you and your partners – but between you and your users. Feedback from real users helps you guide the future of your product and your immediate investments. It helps you prioritise and optimise. Making product decisions without real user feedback is quite often, I think, guesswork. Yes, it’s (hopefully) educated guesswork – but it’s guesswork all the same.

You can learn a lot from user testing and user research prior to release – and there’s no way you would want to skip these steps – but nothing can replace the feedback you get when real people use your product, with real use cases, under real load.

If you see that you’ve been sitting on the latest version of your product for months without any of it hitting a user, or if you find yourself wanting to squeeze “just one more feature” in before you drop the release, then stop and think: can I give my users meaningful, measurable value with this release? If so, then release it. Now!

Tracking software bugs: keep the important ones; drop the rest

In ancient neolithic farming communities, the size of the average tribe or village was about 150 people. That’s also about the size of most military units dating back to Roman antiquity and earlier, and it’s a number that features frequently in a variety of social antropological examples. It turns out, as Robin Dunbar popularised with his research from the early nineties, that 150 is about the number of individuals a single person can maintain a stable social relationship – that is, where you know who each of the people are, and how they relate to all the other people in the ‘network’. Malcom Gladwell talks about this extensively in his book Tipping Point.

The same is true, I think, for bugs in a software system. We have the ability to understand, process and relate to a relatively small and definitely finite backlist of bugs. I don’t know if 150 is exactly the number – and it would probably depend on the product and the type of bugs – but I think it’s close enough.

Many software projects have the tendency to track hundreds or even thousands of defects in long, long lists, maintained and even driven by complicated tools. Having so many bugs open makes it very difficult to see what’s truly important. With 800 bugs in the system, answering the question “what’s important today?” is hard.

You also need to deal with the fact that a large portion of these bugs won’t ever get fixed. They just won’t. Not because we don’t want to – at least not exclusively – but because a team can only fix so many bugs at a time. With such a large bug backlog the world around you changes quicker than you can fix all the defects, so many of them will end up being invalid or no longer relevant long before they could have been actually fixed. So was it worth tracking them in the first place?

Software development blogger Gojko Adzic thinks we should do away with bug tracking completely. I don’t think I would go so far: I think recording bugs in some kind of tool is necessary to see the major open problems with the software, allow scheduling of fixes and provides an important communication channel especially with offsite or offshore teams. I don’t think, however, that it is valuable or efficient to record every one of 1001 defects that were ever discovered.

Just like the stone-age farming villages, I think a team has the ability to deal with about 150 open defects at a time. Any more is just noise, and is probably going to cost (read: waste) you a lot of time in adminstration and error management that you won’t get a meaningful return on. What if you kept a record of the top 150 defects, and just dropped the rest? Just don’t record them?

The natural question to ask at this point is rightly “what are the top defects?”. The word ‘top’ is all about priority, and priority is a very context sensitive thing. Priority is relative to the vision of the product, the maturity of the software, the type of users and other product related factors; but priority is also relative to the priority of the other defects in the system. If your payment system is dropping payments or sending cash to the wrong accounts, then that layout issue on the invoice page is not going to be so important. But if the payments are processed perfectly and the layout problem is the only blemish, then it’s ‘top’ priority, relative to the other open issues.

Here’s a proposal: Define a minimum bar for defects; one that keeps your bug count at about 150. As the highest priority items are cleared up, then the priority of the next ones increases relatively – so you raise the bar in terms of which defects can be added. If your bug list grows over 150 (hopefully it doesn’t!) then drop the bar to stop recording stuff that you don’t have time or headspace to care about.

If you don’t care about it, then just drop it. If part of you cares but you have a hundred other more important things, then drop it too. Spending effort and time recording stuff that you’re team is not able to deal with just creates noise, consumes effort and makes it hard to see what’s important.

Let the team decide…

In a typical agile development team a few hundred decisions get made every day, by everyone. Should we build this user story first or that one? Should I refactor this method now or do it later? Is this bug more important than that user story? Should I call that meeting for this week or next week?

Every decision that gets made, in the end, makes its mark on your product. Every decision impacts the team’s velocity or productivity, the product quality, the product features and the user experience.

If you’re planning a trip in your car, every decision you make along the way will impact where you arrive at, how long it takes and how many dents you have on your car when you get there. Do you want to get there quickly, or is time not so important? Do you want to avoid dirt roads, or do you prefer them? Is there a particular landmark you want to see on the way? You have an idea of what your journey will be like before you leave, and your decisions are based on that vision of your journey.

Back to the development team: every decision made will impact where and how you arrive at your destination. So the question is: does everyone in the team have the same vision of what your journey will look like?

One of the Product Owner’s most important roles is to define and communicate the product vision. The more the team understands and buys into the product vision, the more likely it is that each decision they make will lead the journey in the same direction you want to go.

Here’s a concrete example: a lot of POs spend a lot of time prioritising things: bugs, stories, meetings, etc. Many POs I know want to be involved in every decision the team makes. What makes one thing more important and/or urgent than another thing is all about vision and context. What would happen if the PO spent all the time she spent prioritising bugs on communicating the product vision? If the team understands the vision and context, then they should be able to make the right priority decision based on that vision and context.

Time invested making a single decision for the team has little return beyond the decision itself. Time invested in communicating vision will repay itself over and over with better decisions across the team, fewer bottlenecks and less wasted time.

Continuous delivery: release early, release often

If you’re in the business of building a car, you only really only have one chance to get it right. Those years of research and development, trials, testing, marketing and building culminate in a single, big release – your car launch. You only have one chance because by the time your customers drive your car away from the lot, it’s too late to fix that overheating problem with the brakes, or add another 0.5L engine capacity. Shame.

Software used to be the same way. A software project would be analysed, specified, analysed again, specified again, built and re-built and finally, after months or years of development, would be burned onto a CD or floppy disks, put in a box and sent to a store. Before the internet getting updates to software was tricky. You had just one shot to get it right.

Today, we live in a very different software world – especially true for those of us working on web products. With the internet we have a delivery immediacy unlike any other product manufacturing system in the world. We can make a change today and our customers see it in their product, today. You can add a new feature today and start generating new revenue or new customer acquisitions tomorrow.

It goes further. You can release a feature today, and watch, in real time, how your users interact with it. If your key metrics go down, you can roll the feature back out. If there’s a problem, you can either fix it quickly, or roll it back. You have the power to interact directly with your customers immediately over the best channel possible: the product itself.

This is what continuous delivery is all about. It’s like a beautiful gift for any product developer, and I think not making the most of it is a waste of that gift. Release early, release often.

Better SCRUM User Stories: Connect the story with the real user value

Everything you do to your product has a reason. There’s a reason that button is blue, or that message contains those words. There’s a reason you display that data or that notification.

Every reason is, at its heart, about the user.

This is why I like using user stories to talk about specific product developments and changes: writing stories reminds us that at every step of the way, everything you do is about your user. Every time you want to change something or add something, you need to understand ‘why’ – why are you adding what you’re adding, and why should the user care.

Connect the user story with the real user value. What the user wants. Not what you want, what marketing wants or what your boss wants – but what the user wants.

Here’s an example of a user story that came across my desk recently:

As a user, when I hover over search results in the search list, I want the pins on the map to change colour.

What’s wrong with this user story? Firstly, it’s a bit ambiguous – which pins?

As a user, when I over over search results in the search list, I want the pin representing that search result to change colour.

Ok, it’s a bit clearer. But is this what the user really wants? I don’t think users have a pin colour problem. What they have is a problem of identifying where the search result is located on the map. The colouring of the pins is a solution, which should be saved for the story specification or acceptance criteria. What the user wants, I think, is this:

As a user, I want to quickly understand where each search result is on the map relative to the other search results.

Clear. But why? Why does the user really want this? Understanding the why helps us understand how to solve their problem. That’s where the second, and often forgotten, part of the user story comes in: the ‘so that’ part:

As a user, I want to quickly understand where each search result is on the map relative to the other search results, so that I can get a feeling for where the place is relative to me or some other point.

Now we are at the core of what the user really wants, and we can go on to design a solution that solves this user problem. This process of story refinement gives us a better understanding of the true motives of the user: the ‘why’.

If you find that you’re looking at a user story that contains more problem specification than solution, keep refining until you get to the real user value; what the user really wants.

Darwin and the theory of software evolution

Bower bird

Female bower birds prefer males with colourful blue tail feathers and an impressive nest filled with lots of blue ornaments. To a bower bird, the brightness and quality of your tail, as well as your ability to gather a stunning assortment of blue nest decorations, indicates how healthy and strong you are, and how likely your genes are to produce equally strong and healthy offspring. In other words, a bigger tail and a cooler house equals more sex, which equals more children. Your genes live on.

Generation after generation the strongest genes survive, the weakest ones are killed off, and the species evolves – better and better. It’s survival of the fittest. Or, perhaps even more apt, survival of the most effective.

Good software product development tends to emulate Darwin’s evolution. Software is built, released, used and measured. The successful features, the heavily used features, the most often talked about features receive more development, more design, more attention; the least used are left alone, watered down or removed entirely. Survival of the most effective.

On the web we have the powerful ability to accelerate the evolution. We can release software updates multiple times per day. Design – code – release – measure – rinse. Repeat. Techniques such as A/B testing accelerate it even more: which is more effective? Text link or graphical link? Blue feathers or green feathers? Big nest or bigger nest? Survival of the most effective.

For the male bower bird, just as for software products, the audience (user) is critical. Every decision the bower bird makes will be judged by the female. It doesn’t matter if the nest is made of wire instead of twigs, or if the bower produced a new nest creation framework. The female bower doesn’t care; that’s not what she makes her decision based on.

Is your product evolving? Who is your audience, and who are you making your product decisions for? Are they the same?

The space between

Web developers can tell you that application speed is all about latency. It’s about the speed between component A and B; the distance between this server and that one; the response time of that API. In other words, it’s about the space between.

In organisations complexity is compounded in the spaces between – the spaces between teams, between components and between divisions. The trouble is the spaces between are often a no-mans land that is no-one’s responsibility in particular… but it’s the spaces between that matter if you want to get anything meaningful done.

Factories build detailed processes to help their employees navigate the spaces between teams to get things done. But what if there is no process for what you need to do? What if there is no roadmap to tell you how to get there?

If you understand the spaces between, you don’t need a playbook or a manual. When you step in and own the space between, you can make things happen and get stuff done.

The spaces between are your opportunity to do something new and valuable.

Be like water

Flowing water

I remember reading about a concept from Taoism called Wei Wu Wei. Roughly translated it means “action without action”, or “effortless action”. In the same way that running water naturally and effortlessly flows around obstacles, so should our actions be thoughtful and mindful, but effortless.

Bruce Lee, when describing his martial art Jeet Kune Do, said:

“Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way round or through it. If nothing within you stays rigid, outward things will disclose themselves.”

Software development process is like this: like water. The path from concept to released software is a flowing stream, and as product creators it is our responsibility to ensure that it can flow easily and effortlessly.

Your product development process can either help the stream flow, or it can create dams. A broken development server, for example, is a dam. A bureaucratic and document-heavy change management process is a dam. Dams create tension and confusion. Dams create waste.

Focus on avoiding wasteful process. Tear down dams.

Be like water.

Pay off your debt

Debt
Photo from here.

In Agile development teams we talk about technical debt. A debt is basically anything you owe the codebase; anything you need to pay back. When you make a decision to ship less-than-pefect code to meet a deadline, the less-than-pefect code is the debt you have to pay back. When a junior programmer is left alone and writes poor code in a different style, their code becomes a debt – something you need to fix later.

You can build up debt outside of your codebase too. Every team, every product and every project accumulates debt every day.

Every band-aid you put on a broken process is adding to your debt.

Every time you avoid having a hard conversation with an under-performing employee it’s adding to your debt.

Every compromise you make is adding to your debt.

You can ignore debt, but you can’t avoid it forever. And debt earns interest and generates yet more debt – and it’s probably generating more than you think.

Debt is a weight around your neck; it’s a burden, it’s baggage, and it gets in your way. Instead of ignoring it, start paying off your debt.

Adam Smith once said: “What can be added to the happiness of a man who is in health, out of debt, and has a clear conscience?”