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A Few Things Every Job-Seeking Programmer Should Know About Project Management (part 2)

I’ve met a lot of programmers who really hate project management. And it’s not that surprising, because project management done poorly can be a pain. But if you’re a developer looking for a job, employers are more and more likely to expect you to know something about project management. Luckily, good project management can make your life easier, and it’s worth knowing about it—not just for job interviews, but to help you get the most out of your own projects. In part 1 of this post, I talked about a few basic things that I think every developer ought to know about project management. Now I’ll finish up by going into a few details that can help you run your projects more smoothly—and deliver better software.

Why you should care about project management

I’ve had a lot of developers over the years tell me outright that they think project management is stupid.

Some of the best developers I’ve worked with had pretty negative opinions of project management. At best, they’d say something like, “Well, that sounds good for another team, especially a really big team, but our projects run just fine without the extra overhead.” At worst, they think it’s malignant bureaucracy imposed on them by pointy-haired bosses. One bad experience can sour a good developer on project management. And that’s pretty unfortunate, because good project management can make a developer’s life a lot easier.

So why should a developer care about project management? I think the answer is in the Why Projects Fail talk that Jenny and I have done many times over the years, where we outline many different ways that projects fail. We got the idea from that presentation because we’ve spent years talking to many different people about the different kinds of project problems. We had to figure out exactly what it means for a project to fail. Obviously, if your project completely crashes and burns, it’s a failure. But the funny thing about a software project is that you can almost always deliver something – even on a project that everyone agrees is a failure, you’ll have code that compiles and runs.

So we came up with this definition of project failure:

  • The project costs a lot more than it should
  • It takes a lot longer than anyone expected
  • The product doesn’t do what it’s supposed to do
  • Nobody is happy about it

When we go through these things, we always get a lot of head-nodding, especially from developers. More importantly, we’ve never met a single professional software engineer with more than a few years of experience who hasn’t been on at least one failed project. We always ask for a show of hands to see if there’s anyone who’s never had a failed project. And we’ve yet to meet anyone who has. (We did get someone who raised his hand once, but I talked to him afterwards, and he was just messing with us.)

What does this have to do with project management? Well, everything! Have a look at a typical project management textbook, and you’ll learn about the “triple constraint” (which some people call the “iron triangle”) of scope, time, and cost.

(source: Head First PMP, 1st ed., O’Reilly 2007)

Project management really boils down to managing that triple constraint: balancing the scope of the work to be done, the cost of doing the work, and the time it takes to get the work done, all in order to get the best quality that you can. If you do that right, your project runs well, and your team is happy. If you do it badly, your project stinks, and you end up with a failure. And that’s why you, as a developer, should care.

I’ll go into a little depth about each of those things – scope, time, cost, and quality – just to give you an idea of why you should care about each of them. But the one that developers care about most is scope, so I’ll spend a little more time on that first.

Scope: the work and features that go into the project

Every project can be broken down into a small number (say, ten to twenty) features. For big projects, those features are big (“solid rocket boosters,” “reuse and reentry”); for small projects, those features are small (“holds 12 fluid ounces of liquid,” “screw-top cap”). And similarly, every project can be broken down into a small number of tasks that are needed to build those features. Project managers call the list of features the product scope, and they call the tasks the project scope – and a lot of people just talk about all of it as scope.

I’m consistently amazed by how much work a project team can put into a project without before they realize they’ve got a scope problem. Jenny and I talked about this in our book Applied Software Project Management in the section on scope problems:

A change in the project priorities partway through the project is one of the most frustrating ways that a software project can break down. After the software design and architecture is finalized, the code is under development, the testers have begun their preparation, and the rest of the organization is gearing up to use and support the software, a stakeholder “discovers” that an important feature is not being developed. This, in turn, wreaks havoc on the project schedules, causing the team to miss important deadlines as they frantically try to go back and hammer the new feature in.

Applied Software Project Management, p31

Does that sound familiar? If so, talking about the scope earlier in the project can really help. One way to help fix this is to put together a Vision and Scope document. It’s a really simple document, usually only a page or two, but it can really help prevent scope problems. It’s also a staple of project management. Once in a while, I’m pulled into a project that’s been running into trouble. I’ll spend a few hours talking to each of the team members, managers, and anyone else I can find who knows something about the project or needs it done. I’ll throw together a quick vision and scope document, and what I’ll often find is everyone had very different ideas of what would actually get built. And it’s usually a big relief, because everyone – especially the lead developers! – realizes that they were going down a path that would have had them waste a lot of time building the wrong software.

(source: Head First PMP, 1st ed., O’Reilly 2007)

Faster, better, cheaper—choose two… right?

There’s a whole lot more that I’m tempted to write about managing time, cost, and scope in order to get to the right quality level, but I really want to pare this down to the basics. There’s an old (and somewhat cynical) project management saying: “faster, cheaper, better: pick two.” What it means is that there’s no way to reduce cost, shorten the schedule, and increase quality all at the same time. At least one of those things absolutely has to give.

But there’s a reason that’s a saying and not a law! All three of those constraints are related to each other, and there’s almost never an easy, obvious trade-off where you can sacrifice one to improve the other two. If there were, project management would be a lot easier. It’s really easy to fall into a trap of trying to do the impossible, but the first step in avoiding a trap is knowing that it’s there. In this case, just knowing that every project is a balancing act between scope, time, and cost is a really good first step in making sure your project ends up running well.

I wanted to leave you with just a couple of thoughts:

  • One thing that makes the “time” aspect of project management tricky is that developers really hate giving estimates – or, more specifically, they hate giving estimates because they know they’ll be misinterpreted as hard commitments. I wrote a blog post about this a while back (The Perils of a Schedule) .
  • Every project needs a start, middle, and end. My old friend Scott Berkun writes about this beautifully in his book, Making Things Happen.
  • Cost doesn’t have to mean dollars – it’s often more effective to measure cost in hours.
  • Burndown charts really help, because they can make the cost seem real.
  • Sometimes the word “quality” makes developers a little nervous, because they start to think that improving quality just means doing endless testing. Sometimes it helps to replace a phrase like “high-quality software” with “software that we can be proud of.”

A Few Things Every Job-Seeking Programmer Should Know About Project Management (part 1)

I’ve met a lot of programmers who really hate project management. And it’s not that surprising, because project management done poorly can be unnecessarily restrictive. But if you’re a developer looking for a job, employers are more and more likely to expect you to know something about project management. Luckily, good project management can make your life easier, and it’s worth knowing about it – not just for job interviews, but to help you get the most out of your own projects. Here are a few basic things that I think every developer ought to know about project management, and why I think you should care about them.

Tough Programmer Interview Questions: Project Management

Programmers are often surprised when a job interview shifts from technical questions to questions about project management. I just saw a great example of this in a recent Head First C# forum post:

I am a C# programmer since 2003. I recently took a job interview where I was asked several questions about project management.

  • How do you make an estimate for building a C# program?
  • How is a project with 3 programmers different from project with 15?

- PiterKhasak

This is a lot more common that developers realize. I’ve seen a lot of discussion lately about how to do effective programmer job searching, especially for relatively new developers who have three years of experience or less. Did you ever ace the tech part of an interview, only to find that you didn’t get the job? I bet that a lot of the time it comes down to questions that seem peripheral or less relevant – to the a junior developer.

Not to a lot of senior developers. That’s one of the biggest differences in attitude that I’ve seen between people who are new to development and people who have been doing it for a long time. And in a lot of cases, I think it really does come down to attitude. So my goal with this post is to outline the basics of project management, the core things that really matter.

Why should you care about project management?

There’s a flip side to project management, too. A colleague of mine once asked me, “What’s the most important part of project management?” I told him that it’s managing stakeholder expectations – making sure that the people who have control of the project or are affected by it are in the loop on all the important developments as the project rolls along. If bad things happen, they know about them in advance, and are prepared. The reason for this is that some projects fail (more than you think!), often for reasons that have nothing to do with the team. If you manage everyone’s expectations, get them on the team’s side, then the developers can come out as heroes fighting a lost cause. On the other hand, a project can be a roaring success, but if everyone expects something that’s not exactly what was delivered, the developers could be blamed for something that they had no control over. Expectations matter, communication matters, and these things can have a big impact on the project and the team.

And that’s why developers should care about project management: it affects your life, even when your job is to keep your nose buried in code all day.

A lot of developers have a very poor opinion of project management and project managers. I’ve spent a lot of my career writing books and giving training to help project managers improve their skills. Over the years, I’ve met many different types of project managers. And, unfortunately, while there are plenty of great ones out there, there are a lot of really bad ones as well. In any field, there is a wide range of skill level and aptitude. If you’re a developer who’s only ever worked with poor project managers, it’s not surprising if you ended up with a dim view of the project management as a whole.

But even if you’re a developer who doesn’t have a high opinion of the field, you should at least acknowledge that learning more about it can have an impact on your own career. I’ve personally seen employers pass on good developers who didn’t know enough about project management, even ones who had the technical skills to do the job.

I’ve also conducted a lot of developer interviews, easily several hundred of them over the last decade. And one thing that I’ve noticed is that really good developers have a healthy respect for exactly the same things that really good project managers care about: the work and the features needed to create the software, the team that crafts it, the effort required to build it, and the quality of the final product. That’s why I think that learning more about project management can help make you a better developer.

In the next part of this post, I’ll outline those things, and make a case for why they should matter to you.

Special Event: O’Reilly Book Club for Geeks

I’ve got an announcement about a really exciting event. From August 18 to 24, I’ll be leading a discussion in this forum for the a special O’Reilly Community event on the Head First C# forum. Please join me there! Bring any questions you’ve got about C#, becoming a better developer, running your projects, managing your career, or building better software.

Here’s more information from the event page, where you can sign up for the event:

Andrew Stellman on C#

Date: Aug 18-24, 2010

Led by: Andrew Stellman

If you’re serious about learning C#, join Andrew Stellman, author of Head First C#, as he discusses the nuances of C# 4.0, Visual Studio 2010 and .NET 4.

Andrew explores topics such as:


  • Why use C# instead of any other language?
  • C# Best Practices
  • Becoming a better C# developer
  • Dealing with objects
  • Productivity Hints
  • The Best of C#


What is The Inner Circle?

The Inner Circle: The O’Reilly Book Club for Geeks is an online weeklong discussion forum where passionate technologists can connect with featured O’Reilly authors.

Our obsessive project tracking problem

As a group, we developers have a project tracking problem: the problem is that we constantly, almost obsessively want to track our projects, and it’s made worse by the fact that it’s so easy to abuse otherwise great tools like JIRA and Bugzilla. Unfortunately, while tracking projects may feel useful and productive, for most teams it’s just busywork – and it can lead to a self-imposed Lose Weight Exercise in needless bureaucracy that just wastes our time. But with a few ground rules, you can escape the project tracking trap and use a tracking tool effectively.

Who needs Big Brother?

About five years ago, a small company brought me in for a few months to help them do better project management. For about a year before I got there, they’d put a couple of their best developers on the problem, and they came up with an ingenious solution for tracking projects. The team built a database to keep track of all the projects they were working on, typically about a dozen and a half simultaneous projects running at any time. This tool gave them the ability to figure out exactly what tasks had been done, who did them, and how long they took. If you wanted to know what any specific programmer was working on eight weeks ago on Tuesday afternoon, their tool would be able to tell you that.

And it all worked perfectly.

Except that their projects were still late and full of bugs, and the users were losing their last shred of patience. This team had promised their users that things would get better with their fantastic new project tracking system. But even though the system was working exactly as advertised, the software still had serious problems, and everyone was unhappy.

I’ve been thinking a lot about that company lately because I’ve been doing a lot of work with JIRA. And while JIRA is a really good tool – one that can have a very positive effect on how you manage a project – it seems to really tempt a lot of good developers down the same project tracking trap that the small company fell into.

Programmers normally hate it when their time is tracked, which is obvious to anyone who makes the mistake of suggesting to a programming team that they should start filling out timecards that list out exactly what each person did that day. That happened at my first programming job after college: the boss, a newly minted MBA, told the programmers to fill out timecards that listed what project they were working on hour by hour, and there was nearly a rebellion. But for some reason, JIRA, Bugzilla, and other issue tracking systems cause programmers to step up and volunteer for exactly that treatment. It’s an odd phenomenon, and I think it has an interesting explanation.

Let’s get something straight, here: I really like JIRA a lot. It’s a great issue tracking tool, and a very good workflow tool when it’s used right. I’ve spent some time building JIRA plugins, and the plugin API is intuitive and easy to use. Sure, I’ve got a couple of nitpicks here and there (I’m not so happy with the user interface or the filters in version 3.x, although it’s definitely improved in JIRA 4). But for the most part, JIRA is one of the best issue management and workflow tools I’ve ever used.

When it’s used right.

But when you take a perfectly good tool and abuse it, you’re bound to get bad results. And that’s especially true when it comes to project tracking tools.

Tracking projects is not a useful goal

JIRA suffers from a problem that a lot of really good issue tracking tools suffer from. It’s really good at tracking things. And for a lot of developers, that causes a “when you’re holding a hammer, everything looks like a nail” problem. Actually, scratch that. It causes a “you’re holding a screwdriver, but for some reason you want to pound nails with it” problem. It’s odd when you step back from it, but it really seems to make sense at the time.

What happens is that some developers – and I admit that I’ve been guilty of this at least once or twice myself – see a tool that gathers information about what happened on a project, and this causes something to click for us. We  start tracking everything, from requirements to goals to user requests to every little ten-minute task that needs to be done. We become our own “big brother,” doing what amounts to voluntarily filling out the most detailed timecards possible.

The “big brother” style of project tracking is especially bad when the “pointy haired boss” type of managers pick up on it. Suddenly, the team is being nagged to start entering more and more granular estimates and updating dates in tickets. For a boss who’s nervous about delivering something, it seems like the right thing to do is to start nagging programmers about every little task that’s entered into the system, or chasing down anyone who’s got a task assigned without a due date.

Which is especially bad, because that’s not really what those tools are for. There’s a big difference between tracking a task or a bug so it doesn’t slip between the cracks and tracking every little thing that a the programmers do for posterity. I think it’s especially ironic that developers often volunteer for this themselves. I think it’s because we see a tool that can track something and it causes us to want to use it. “It tracks tasks? Then it should track all the tasks!”

Better living through project tracking

A while back the New York Times ran a story on people who use everyday tools like Foursquare and Twitter, blogs, spreadsheets, and datebooks to obsessively track data about themselves. I think this excerpt is telling, especially the bit at the very end (emphasis mine):

At the center of this personal laboratory is the mobile phone. During the years that personal-data systems were making their rapid technical progress, many people started entering small reports about their lives into a phone. Sharing became the term for the quick post to a social network: a status update to Facebook, a reading list on Goodreads, a location on Dopplr, Web tags to Delicious, songs toLast.fm, your breakfast menu on Twitter. “People got used to sharing,” says David Lammers-Meis, who leads the design work on the fitness-tracking products at Garmin. “The more they want to share, the more they want to have something to share.” Personal data are ideally suited to a social life of sharing. You might not always have something to say, but you always have a number to report.

I think that the sort of person who becomes a developer is especially susceptible to whatever it is that causes some people to obsessively track things about their lives. My personal theory is that this is caused by the same itch causes us to want to obsessively collect every last episode of MST3K (or whatever it is we happen to want to obsessively collect). And like that giant collection of, say, legos or video game cartridges or Start Wars figures memorabilia or dice, at some point we can’t actually play with most of it. That’s fine for collections (assuming you have it in a cool display case, and not strewn all around your home in piles so high that they cause a fire hazard). But for tracking data from projects, it’s worse than useless, because it takes effort to keep up, and it can demoralize the software team because they start to feel like they’re creating more tickets than new lines of code.

Luckily, if you follow a few ground rules, you can break the obsessive cycle and start using project tracking the way it should be used. Here’s what I’ve recommended to people in the past, and it seems to get good results:

  • Figure out in advance what you want to track. Most teams use an issue tracker for bugs. A lot of teams use it to figure out what work the developers are going to do. Some use it for new feature requests. I’ve seen people try to use an issue tracker for managing requirements (although personally, I really dislike that use of it). All of that could be fine, but any of it can potentially become obsessive. Before you start your project or the next iteration, sit down with the team for a few minutes and write down what you’ll be tracking. Stick it on a Wiki page, and add a sentence or two explaining how each one of those things needs to be used. I’m always amazed at how just a little bit of planning like this keeps the way we use a tool from creeping into “big brother” territory.
  • Use post-mortem reports to track your lessons learned. One reason that “big brother” style project tracking makes intuitive sense is that we want to keep track of the lessons we learned on this project in order to make the next one run better. But there’s very little you can learn from an overwhelming pile of tracking tickets. Instead, try running a project post-mortem at the end of the project. And don’t just do it for projects that ran badly. Post-mortems are really good for making sure you take a good project and turn it into great habits for the team by writing down the lessons you learned.
  • Focus on trends and simple metrics, not complete history. A good project tracking system can spit out a lot of reports. So many reports, in fact, that it’s hard to make any real sense of them. That’s why I like to try to simplify the kind of data I get out of the system. I’m a big fan of simple metrics like (% of engineering effort per project phase) that let you compare projects or iterations against each other. Also, burn-down charts or other earned value metrics can be really valuable in figuring out how your current project is going.

The bottom line is that there’s a difference between project tracking and actually managing your project. If you really want to use JIRA for project management, use a tool like Greenhopper that was built for it. (I’ve been using Greenhopper lately, and I like it a lot. But if someone has a pointer to an open source tool they really like that ties a task board or agile project management into their issue tracker, I’d love to hear about it.) The most important thing to remember is that tracking your project is a means to an end, and not a goal by itself.

Announcing Head First C#, 2nd edition

Head First C#, 2nd Edition

Jenny and I are really proud to announce that the second edition of our bestselling C# learning book, Head First C#, went to press! We worked really hard on it, and we’re very happy with how it came out.

Are you looking for the easiest way to become a great C# programmer? If want to get productive fast with C#, .NET and Visual Studio 2010, then this is the book you’re looking for. We show you how to learn C# by building over 100 different projects—including lots of games!—and solving dozens of puzzles.

Head First C# is a complete learning experience for programming with C#, the .NET Framework, and the Visual Studio IDE. Built for your brain, this book covers C# and .NET 4.0 and Visual Studio 2010, and teaches everything from inheritance to serialization.

But don’t take our word for it! Download the free Head First C# eBook [PDF], which includes the first three chapters, complete. Or have a look at this typing game project [PDF] from chapter 4 to get a preview of the kinds of projects you’ll build throughout the book.

So check out Head First C# today, and see what the buzz is all about! Available now from O’Reilly, and wherever fine books are sold.