Young companies often overlook software architecture due to a false belief that good architecture is not applicable or even feasible in their context. However, simple decisions such as choice of programming language, modularity, and applied tools can have a huge positive effect on reducing technical debt and saving from troubles down the road.
In this presentation I share my experiences with a game development project and provide simple tips, divided into team and individual level, to avoid common pitfalls
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Embracing mobile platforms | nascent at carmel venturesnascent
This document summarizes a presentation about embracing mobile platforms. It discusses trends in mobile devices and platforms, and provides an overview of iOS technologies and strengths. The key points are: Mobile devices are now more powerful and less controlled by carriers, opening opportunities for direct sales and monetization models like app stores. A great mobile product should do one thing exceptionally well through simplification and focus on the core idea. The presentation focuses on the iOS platform and its defining technologies like touch interfaces, personal devices, and standards that drive intuitive apps.
Creeo Studio chose to develop their existing web-based racing game as a multi-platform mobile game using Adobe Flash Platform instead of focusing only on iOS development. They were able to export their Flash game to iPad with minimal issues and further optimized it for mobile performance. This allowed Creeo to successfully deploy the game across iOS, Android, and BlackBerry tablets and explore additional platforms. The multi-platform approach using Flash proved beneficial compared to optimizing for a single platform like iOS.
The document outlines the user experience (UX) design process for the tawkon mobile app. It describes how nascent worked on the UX for tawkon apps on iPhone, BlackBerry, and Android. The process involved user and platform research, ideation, scope definition, schematic design, brand identity development, visual design exploration and selection, development integration, and multiple iterations. The goal was to design an app that addresses public concerns about mobile radiation in a unique way.
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What is happening in the world of app publishing for iPhone, iPad and other platforms ? And what does this mean for museums ? What are the opportunities for museums and other arts organisations created by the app publishing revolution and how can we take advantage ?
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https://fvcproductions.com
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2. PhD student in software engineering, BTH
“How to improve software engineering practices in start-ups?”
9+ years of experience in different roles in software engineering
ABOUT ME
ERIKS KLOTINS
eriks.klotins@bth.se
https://www.linkedin.com/in/eriksklotins/
3. THE FIRST CONCEPT
GAME DEVELOPMENT
Video games is A MIX OF ART AND ENGINEERING, a balance of what an artist
can imagine and what is technically possible
In contrast to other types of software,
MOST OF THE GAME MECHANICS MUST BE INVENTED. Customers do not care
whether to shoot at zombies, mend a farm, or drive a car, as long as it is fun
For game to be fun and engaging, there must be
A STRONG EMPHASIS ON NON-FUNCTIONAL REQUIREMENTS
VIDEO GAMES EVOLVE OVER TIME, more content is added, games are ported to
different platforms etc.
4. THE SECOND CONCEPT
START-UP COMPANIES
New companies created for a purpose to develop and bring a new,
innovative product to market.
Often lack resources and experience. Teams are minimal and build
software ad-hoc way.
There is a false belief that start-ups can write off any amount of
technical debt if the product turns out unsuccessful
5. THE THIRD CONCEPT
TECHNICAL DEBT
Technical debt is DISCREPANCIES FROM GOOD ENGINEERING
PRACTICES causing extra work later
Technical debt can be planned and CAN HELP TO ACHIEVE GOALS
FASTER at the expense of more work later
Technical debt CAN BE A RESULT OF NEGLIGENCE, LACK OF SKILL,
POOR DECISIONS and lead to bankruptcy.
6. A STORY
DEVELOPMENT OF A GAME PLATFORM
Build a website with 20 mini-games. Put together something
quick-and-dirty to test if there is a market potential
Games are mostly puzzle, attention games
Use HTML5, because it is new and cool
7. A STORY
DEVELOPMENT OF A GAME PLATFORM
Build a website with 20 mini-games. Put together something
quick-and-dirty to test if there is a market potential.
Use HTML5, because it is new and cool!
Just add 20 more games!
40
8. A STORY
DEVELOPMENT OF A GAME PLATFORM
Build a website with 20 mini-games. Put together something
quick-and-dirty to test if there is a market potential.
Use HTML5 because it is new and cool!
Just add 20 more games!
Can we have scoreboards, multiplayer features, and
more stuff?
40
9. Web ,iPhone, iPad,
Android tablets + phones (including
cheap ones),
Kindle Fire
A STORY
DEVELOPMENT OF A GAME PLATFORM
Build a website with 20 mini-games. Put together something
quick-and-dirty to test if there is a market potential.
Use HTML5 because it is new and cool!
Just add 20 more games!
Can we have scoreboards, multiplayer features, and more stuff
We want a mobile version for the entire thing
40
10. A STORY
DEVELOPMENT OF A GAME PLATFORM
Web ,iPhone, iPad,
Android tablets + phones (including
cheap ones),
Kindle Fire
Build a website with 20 mini-games. Put together something
quick-and-dirty to test if there is a market potential.
Use HTML5 because it is new and cool!
Just add 20 more games!
Can we have scoreboards, multiplayer features, and more..
We want mobile version for the entire thing (and 20 more games)
40
60
11. Web ,iPhone, iPad,
Android tablets + phones (including
cheap ones),
Kindle Fire
60
40
A STORY
DEVELOPMENT OF A GAME PLATFORM
Build a website with 20 mini-games. Put together something
quick-and-dirty to test if there is a market potential.
Use HTML5 because it is new and cool!
Just add 20 more games!
Can we have scoreboards, multiplayer features, and more..
We want mobile version for the entire thing (and 20 more games)
We want the product to be better than a competitor
12. A STORY
DEVELOPMENT OF A GAME PLATFORM
Build a website with 20 mini-games. Put together something
quick-and-dirty to test if there is a market potential.
Use HTML5 because it is new and cool!
Just add 20 more games!
Can we have scoreboards, multiplayer features, and more..
We want mobile version for the entire thing (and 20 more games)
We want the product to be better than a competitor
..add better sound effects in all 55+ games
Web ,iPhone, iPad,
Android tablets + phones (including
cheap ones),
Kindle Fire
60
40
13. A STORY
DEVELOPMENT OF A GAME PLATFORM
Web ,iPhone, iPad,
Android tablets + phones (including
cheap ones),
Kindle Fire
60
40
Build a website with 20 mini-games. Put together something
quick-and-dirty to test if there is a market potential
Use HTML5 because it is new and cool!
Just add 20 more games!
Can we have scoreboards, multiplayer features, and more..
We want mobile version for the entire thing (and 20 more games)
We want the product to be better than a competitor
..add better sound effects in all 55+ games
Why are these small changes taking forever?
14. DISAPPOINTMENT!
Stalling development of new features to deal with ”small” changes in all the
games
Unmanageable code, written by different developers in a hurry using an ad-
hoc framework
Architecture, built for few simple web games, ended up supporting 9+
platforms and 60 games
Documentation were in a form of emails and checklists. Knowledge about
the framework and platform was implicit
Testing the absolute minimum with manual, ad-hoc smoke, regression, and
scenario tests
A STORY
THE OUTCOME
15. There always be more ideas than there is time and money
Use of immature technologies with unknown limitations
Lack of skills to make the right decisions
Poorly managed change in quality goals from quick-and-dirty to portable and
competitive
Communication issues - too much pressure to deliver, too little
understanding and trust
REFLECTION
WHAT WENT WRONG?
16. Analysis of 200+ companies suggest that my story is very common among
new companies
Unwanted technical debt is introduced by smart people in difficult
circumstances
Testing is the least fun activity in software engineering just after maintaining
documentation
Larger teams need more coordination
Scaling up team and product exposes the technical debt
REFLECTION
WHAT HAPPENS IN OTHER START-UPS?
17. On a team level
• Architecture, quality goals
• Technology decisions
• Quality assurance practices
On an individual level
• Skills, experience
• Attitude
COUNTERMEASURES
TO UNWANTED TECHNICAL DEBT
18. Architecture
• Monolithic vs modular application
• Architecture should mimic your organizational structure
COUNTERMEASURES TO UNWANTED TECHNICAL DEBT
ON A TEAM LEVEL
19. Manage the shift in quality goals
COUNTERMEASURES TO UNWANTED TECHNICAL DEBT
ON A TEAM LEVEL
time
20. Technology decisions:
• JAVA vs PHP
• Ad hoc in-house framework vs a well known framework
• Just released, hyped libraries/tools/frameworks?
COUNTERMEASURES TO UNWANTED TECHNICAL DEBT
ON A TEAM LEVEL
21. Quality assurance practices:
• Automated metrics to identify code smells
• Linters
• Code reviews
• Pair-programming
• Collective code ownership
• Shared understanding what are good and bad practices
• Refactoring
COUNTERMEASURES TO UNWANTED TECHNICAL DEBT
ON A TEAM LEVEL
22. • Educate yourself
• Read good code, write good code
• Contribute to an open-source project
• Have a mentor
• Mind the Dunning-Kruger effect
COUNTERMEASURES TO UNWANTED TECHNICAL DEBT
ON AN INDIVIDUAL LEVEL
“If you are incompetent, you can’t know you
are incompetent… The skills you need to
produce a right answer are exactly the skills
you need to recognize what the right answer
is.”
- David Dunning
26. Three things you remember from my presentation?
One thing that you really liked?
One thing where you disagree?
One thing that you don’t understood completely?
DISCUSSION
Editor's Notes
To maintain the balance there must be a close cooperation between artists and engineers
To maintain the balance there must be a close cooperation between artists and engineers
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
To maintain the balance there must be a close cooperation between artists and engineers
Technical debt is discrepancies from good engineering practices now that will cause extra work later
If you notice, I did not mention if games were good or bad, whether the customers liked them or not..
Whether the company had a meaningful business model.. Yet we spent hours arguing about game designs and other nitty-gritty details.
We never got to the point where this is relevant.. Mostly due to bad decisions and technical debt!
1. The ideas are exclusively about customer value, visible features. However these features need
Internal support in architecture. Sadly, as a developer you are paid for external features only. Internals is your business.
2.
Bad decisions were made by good people
Under pressure
With incomplete information
Many young companies never launch their product
Many never get to the point where the features matter
Many never get to the point where the business model matters
Knowledge = domain, SE, marketing, sales + means of benefiting from group knowledge
Have a nice narrative.. Talk about contributing factors to TD
Modular – easier to split work, less dependencies. Easier to test. Easier to add/remove features
Monolithic lump = grows too big too fast. Interdependencies makes changes difficult.
Modular – easier to split work, less dependencies. Easier to test. Easier to add/remove features
Monolithic lump = grows too big too fast. Interdependencies makes changes difficult.
“If you are incompetent, you can’t know you are incompetent… The skills you need to produce a right answer are exactly the skills you need to recognize what the right answer is.”
- David Dunning
Things go as low as people are ready to tolerate
Software engineering is a team activity and each person in the team is responsible for the end result.