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Developer Discipline The Art Of Producing Presentable Solutions Naga Chokkanathan April 2017
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Developer Discipline

Jan 21, 2018

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Page 1: Developer Discipline

Developer DisciplineThe Art Of Producing Presentable Solutions

Naga ChokkanathanApril 2017

Page 2: Developer Discipline

My Builder FriendEmpty Land

To

House (99%)

To

Likeable, Liveable House (1%)

Page 3: Developer Discipline

The First 99%

● Understanding Requirements

● Understanding Limitations○ Budget○ Time○ Resources

● Solutioning● Building

● Technically challenging● More satisfying● More important● … So, we want to stay in

this zone: solve a problem and move to next problem

● … But, is the problem solved?

Page 4: Developer Discipline

The Last 1%

● Feedback● Improving● Trial● Rework● A happy customer

● Less challenging● Boring● “Marketers’ Work”● Not Very important

○ For whom?

Page 5: Developer Discipline

Effects of ignoring the last 1%

● Developer○ Working on the next great challenge

● Customer○ Struggling with user adoption challenges

■ Additional investment■ Delays in going live■ Dropped projects

● … Is it fair?

Page 6: Developer Discipline

What is your Promise?

● Explicit:○ Configuration/Code that solves the

business problem, well tested, deployed

● Implicit:○ Presentable, usable

Configuration/Code that solves the business problem, well tested, deployed

Page 7: Developer Discipline

How to address the Gap?

● Understand the mindset○ For you it is ‘yet another project’○ For them it is a lot more!

● Move from “Solutions” to “Presentable Solutions”

Page 8: Developer Discipline

Presentable Solutions

● When you have developed your solutions, you are already 99% done!

● But, the remaining 1% can be the hardest○ If you do it as a separate activity, a later thought!

● Embed the “Making it presentable” attitude in the first 99% itself○ Magically, the last 1% gets filled

Page 9: Developer Discipline

Three Questions

● Does it look right?● Does it flow right?● Is it easy for the user?

Page 10: Developer Discipline

God is in the Details● Spell check, Grammar Check ● Uniformity

○ Colors○ Fonts○ Text Size○ Alignment○ Right Logos

● Intellectual Property Rights● Multiple Devices

● Automated Tools● Style Guides● Library of

○ Components○ Messages○ Sample Code

● Simulators

Page 11: Developer Discipline

User Experience● Is it easy?

○ Too many clicks?○ Too much of movement between screens?○ How can we make it easier for the user?

● The Grandma Test● Walk in their shoes (Not mandatory, but good

for you)● Ask them to test (Mandatory!)

○ But, be prepared to hear the unexpected...

Page 12: Developer Discipline

It Doesn’t Feel Right!● Err… What do you mean?● Be open to “Unclear” Feedback

○ Ask further questions○ Translate○ Rework

● Repeat until customer is happy :)○ It NOW feels right!

Page 13: Developer Discipline

Unlimited Rework?● Not Really● Remember, they want the project to go live, more than you● Cut Assumptions● Have an open conversation about how to make it presentable, usable

Page 14: Developer Discipline

What about New Requirements?● They will be happy to pay for newly

identified features○ Don’t blame them. You can imagine a lot more

when you see something

● But, can you make it part of the process?○ Multiple demos, instead of one big bang demo○ Understand “What feels right to them” early○ Define “Them”: Who are the ultimate end users

of your application?○ Gently ask the Gatekeepers to connect you to

them

Page 15: Developer Discipline

To Summarize● Configuring/writing a presentable application is your responsibility● Understand your users better, develop something they would enjoy using● They will shower you with love and more projects :)

Page 16: Developer Discipline

Q & A