Development teams: an untapped source of innovation that you must unlock!

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  • Delete second Name/Title if not needed, but be sure to keep the Month Day, Year information. For a teleconference, after the date, add a period and “Call in at XX:55 p.m. Eastern time” (change the time to five minutes prior to the start of the teleconference).
  • Source: Yahoo Flickr (http://www.flickr.com/photos/jurvetson/52580259/sizes/l/in/set-1140565/)
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  • Source: Construx Conversations (http://forums.construx.com/blogs/stevemcc/archive/2008/03/27/productivity-variations-among-software-developers-and-teams-the-origin-of-quot-10x-quot.aspx)Sackman, Erikson, and Grant (1968). They studied professional programmers with an average of 7 years’ experience and found that the ratio of initial coding time between the best and worst programmers was about 20 to 1; the ratio of debugging times over 25 to 1; of program size 5 to 1; and of program execution speed about 10 to 1. They found no relationship between a programmer’s amount of experience and code quality or productivity.1968 – Sackman, Erickson and Grant1981 – Curtis1983 – Mills1985 – Demarco and Lister1986 – Curtis et al.1987 – Card1988 – Boehm and Papaccio2000 – Boehm et alThis ratio is characteristic of heuristic work
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  • Source: Yahoo Flickr (http://www.flickr.com/photos/65538421@N00/1377536488/sizes/o/)“We’re on a mission from God”…
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  • Development teams: an untapped source of innovation that you must unlock!

    1. 1.
    2. 2. Software Development Teams:Secrets to Achieving Unprecedented Rates of Growth and Innovation <br />Jeffrey Hammond, Principal Analyst<br />May 3rd, 2011<br />
    3. 3. Your development teams are an untapped source of innovation that you must unlock!<br />Source: Flickr (http://www.flickr.com/photos/keoki/1418303458/sizes/o/)<br />3<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    4. 4. How would you describe the act of developing software?<br />Algorithmic?<br />Source: Flickr (http://www.flickr.com/photos/keoki/1418303458/sizes/o/)<br />4<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    5. 5. How would you describe the act of developing software?<br />Or heuristic?<br />Source: Flickr (http://www.flickr.com/photos/passer-by/1122901114/sizes/o/)<br />5<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    6. 6. Three steps to a high performance team<br />Get (and keep) the right players<br />Create conditions for them to thrive and team<br />Manage with lean techniques and selective measures<br />
    7. 7. Finding stars . . . why does it matter?<br />Source: Flickr(ttp://www.flickr.com/photos/clarism_4/3079019223/<br />7<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    8. 8. “Stars” are simply more productive . . .<br />Numerous studies show a 10-time difference in productivity and quality among software developers and teams.<br />A tale of two developers . . .<br />Jim<br />Drew<br />
    9. 9. There Are Two Types Of Dev Professionals <br />Type X Dev Pro<br />Type I Dev Pro<br /><ul><li>Self identifies (Is a developer)
    10. 10. Gets involved in side projects
    11. 11. Self invests in learning new skills
    12. 12. Does development (It’s a job)
    13. 13. Works 9-5, overtime if rewarded
    14. 14. Doesn’t invest in self improvement</li></ul>Intrinsic<br />Extrinsic<br /><ul><li>Internally driven
    15. 15. Self-motivated
    16. 16. Expected rewards
    17. 17. Defined performance</li></ul>Motivation<br />Biologic<br /><ul><li>Put food on table.
    18. 18. Pay mortgage.
    19. 19. Send kids to college.</li></ul>Source: Adapted from Daniel H. Pink, Drive: The Surprising Truth About What Motivates Us, Riverhead Hardcover, 2009<br />
    20. 20. Three steps to a high performance team<br />Get (and keep) the right players.<br />Create conditions for them to thrive and team.<br />Manage with lean techniques and selective measures<br />
    21. 21. Creating a climate that attracts “stars”<br />Three cultural elements that create space for (and attract) intrinsically motivated development team members:<br />Autonomy<br />Mastery<br />Purpose<br />Source: Daniel H. Pink, Drive: The Surprising Truth About What Motivates Us, Riverhead Hardcover, 2009<br />
    22. 22. Autonomy! Are you kidding?<br />What about compliance?<br />What about governance?<br />“We need to put fences around development teams to ensure they don’t wander off the path we want them to take . . .”<br />— Executive at a dev. tools ISV<br />Source: Flickr (http://www.flickr.com/photos/pyxopotamus/3362291478/sizes/o/)<br />12<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    23. 23. Focus on ends, not so much on means<br />Govern (and measure) autonomous behavior:<br /><ul><li>Self-directed teams
    24. 24. Limited stage gates
    25. 25. Quality metrics
    26. 26. Engagement
    27. 27. On-time delivery
    28. 28. Customer centricity
    29. 29. Rapid recovery</li></ul>Build a:<br />Results-OrientedWorkEnvironment<br />Source: Flickr (http://www.flickr.com/photos/pyxopotamus/3362291478/sizes/o/)<br />13<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    30. 30. Mastery takes practice and perseverance<br />Covet engagement.<br />Set a10k plan.<br />Focus on your 12.<br />Build a “flow friendly” development shop.<br />Source: Daniel H. Pink, Drive: The Surprising Truth About What Motivates Us, Riverhead Hardcover, 2009 and <br />Malcolm Gladwell, Outliers: The Story of Success, Little, Brown, and Company, 2008.<br />14<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    31. 31. Purpose: prerequisite for self-actualization<br />“We’re on a mission from God.”<br />“We’re not evil.”<br />“OTTWD”<br />“We want to put a dent in the universe!”<br />“Let’s build a smarter planet”<br />Do you have:<br />Transparency?<br />Shared goals?<br />Simple policies?<br />Source: Flickr (http://www.flickr.com/photos/65538421@N00/1377536488/sizes/o/)<br />15<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    32. 32. Three steps to a high performance team<br />Get (and keep) the right players.<br />Create conditions for them to thrive and team.<br />Manage with lean techniques and selective measures<br />
    33. 33. Lean software is not really about this . . .<br />. . . it’s about getting teams “in the zone” — and keeping them there.<br />Source: Flickr (http://www.flickr.com/photos/mikkime/3516613640/sizes/l/)<br />17<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    34. 34. Wastes that impede flow<br />Manufacturing sources of waste:<br />App dev. equivalents:<br />Overproduction<br />Waiting (time on hand)<br />Unnecessary transport or conveyance<br />Overprocessing or incorrect processing<br />Excess inventory<br />Unnecessary movement<br />Defects<br />Unused employee creativity<br />Too many superfluous artifacts<br />Broken builds<br />Too many tool transitions<br />Rigid architectures<br />Analysis paralysis<br />Late discovery of defects<br />Rising downstream labor costs<br />Polluted supply chain management (SCM) streams<br />High null-release ratios<br />
    35. 35. Key ALM processes that improve “flow”<br />Portfolio management<br />Production planning<br />closed loop<br />Project management<br />JIT Demand <br />Management<br />Build and software configuration management<br />Deployment<br />Release management<br />Change management<br />Service management<br />Testing and quality assurance<br />Change aware<br />continuous integration<br />Change aware<br />configuration management<br />Release management<br />closed loop<br />Production control<br />closed loop<br />
    36. 36. Measures that matter for the end result<br />
    37. 37. Forrester case studies on high performance teams <br />Atlassian<br />Ultimate Software<br />Sabre Holdings<br />CI&T<br />Netflix<br />Funambol<br />For more, see: www.forrester.com/masstlc  <br />
    38. 38. A game plan changing culture<br />The next 90 days<br /><ul><li>Share these concepts with your management team.
    39. 39. Explore the suggested bibliography.
    40. 40. Ask your performers about “out-of-job innovations.”
    41. 41. Run a “flow analysis” with your development teams.
    42. 42. Create an “engagement plan” to spur intrinsic motivation.</li></ul>Source: Flickr (http://www.flickr.com/photos/werkunz/3599761533/sizes/l/)<br />22<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    43. 43. A game plan for your BT strategy<br />Longer term<br /><ul><li>Make a decision on how “innovative” you want to be.
    44. 44. Begin to implement specific best practices (360-degree reviews, innovation time, OSS, Agile development).
    45. 45. Start attacking waste that “slows flow.”
    46. 46. Implement “unexpected” rewards system.
    47. 47. Adjust measures to focus on building a ROWE.
    48. 48. Start managing like a pro sports team.</li></ul>Source: Flickr (http://www.flickr.com/photos/werkunz/3599761533/sizes/l/)<br />23<br />Entire contents © 2010 Forrester Research, Inc. All rights reserved. <br />
    49. 49. Thank you<br />Jeffrey Hammond<br />+1 617.613.6164<br />jhammond@forrest.com<br />Twitter: jhammond<br />www.forrester.com<br />
    50. 50. Selected Forrester research<br />November 3,2010, “Best Practice: Building High-Performance Application Development Teams”<br />April 8, 2011, “Case Study: Sabre – A Culture Of Engagement”<br />March 7, 2011, “CI&T – High Performance, Brazilian Style”<br />January 14, 2011, “Atlassian Creates An Innovation Culture That Produces Results”<br />November 3,2010, “Ultiamate Software Reinvents Its Development Shop To Stay On Its Game”<br />November 2, 2010, “Software Development Archetypes – What’s Your Sign?”<br />
    51. 51. Selected bibliography<br />Netflix: Reference Guide on our Freedom & Responsibility Culture (http://www.slideshare.net/reed2001/culture-1798664)<br />Daniel H. Pink, Drive: The Surprising Truth About What Motivates Us, Riverhead Books, 2009<br />Malcolm Gladwell, Outliers: The Story of Success, Little, Brown & Co., 2008<br />10X Software Development (http://forums.construx.com/blogs/stevemcc/default.aspx)<br />

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