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There are two sides to this statement. One relates to social responsibility side, the other to project effectiveness. Not everyone at the meeting was interested in signing onto the social responsibility platform, but we all agreed on the effectiveness issue.
People tire as they put in long hours.Their rate of progress slows, not just during their overtime hours, but also during their regular hours. They introduce more errors into their work. Diminishing returns set in with extra hours. This is part of the non-linearity of the human component.
An alert and engaged staff is more agile than a tired, slogging staff, even leaving aside all of the social responsibility issues. Long hours are a sympton that something has gone wrong with the project layout.
11. Simplicity--the art of maximizing the amount of work not done--is essential.
Simplicity is essential. That much is easy to agree on. The notion of simplicity is so subjective, though, that it is difficult to say anything useful about it. We were therefore pleased to find we could all sign up for this statement.
In the design of development processes, simplicity has to do with accomplishing while not doing, maximizing the work not done while producing good software. Jon Kern reminds us of Pascal's remark: “This letter is longer than I wish, for I had not the time to make it shorter.” That comment reveals the difficulty of making things simple. A cumbersome model is easy to produce. Producing a simple design that can handle change effectively is harder.
In terms of methodology and people, Jim Highsmith likes to cite Dee Hock:
“Simple, clear purpose and principles give rise to complex, intelligent behavior. Complex rules and regulations give rise to simple, stupid behavior.”
12. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.
It is fitting to end where we began. How light is right for any one project? Barely sufficient, and probably lighter than you expect.
How do we do this on our project? Bother to reflect on what you are doing. If your team will spend one hour together every other week reflecting on their working habits, you can evolve your methodology to be agile, effective and fitting. If you can't do that, well ... you will stay where you are.
Reflecting on the Support Statements
Getting 17 people to agree on any set of words is difficult. The more detailed the advice, the more we different backgrounds and philosophies come into play.
We hope that the four leading value choices and the twelve supporting statements will give you enough information to build your own agile work habits.
Peter Naur and Pelle Ehn wrote the two most compelling and accurate accounts of software development I have yet seen:
Peter Naur's "Programming as Theory Building" neatly describes the mental activity of creating software, and explains Extreme Programming's "metaphor" activity.
Pelle Ehn wrote the wonderful book Work-Oriented Design of Software Artifacts, in which he considers how Wittgenstein's idea of language games informs our development of software.
Naur's article is not nearly as well known as it needs to be, and Ehn's book is out of print. I am happy, therefore, to present extracts from their two works here, for wider readership.
Miyamoto Musashi, the 17th century samurai champion, never wrote software. The competing schools of swordfighting in his day sound painfully like today's schools of methodology, though. His admonishes people to avoid getting infatuated with tools and schools, to use different tools and strokes for different moments, and to just "cut off your opponent's arm." His admonitions apply directly to software development -- if you realize the opponent is the problem, and not your office-mate.
Peter Naur is widely known as one of the authors of the "Backus-Baur Form" (BNF) notation, used to describe programming language syntax.
His 1985 article, "Programming as Theory Building" was reprinted in his collection of works, Computing: A Human Activity. This article is, to my mind, the most accurate rendition of what goes on in designing and programming. I regularly refer to it when discussing how much documentation to create, how to pass along tacit knowledge, and the value of the XP's metaphor-setting exercise. Understanding programming as theory building also illuminates the economic structure of methdologies.
In the following article, note the idea that the quality of the first programmer's work is related to the match between his theory of the problem and his theory of the solution. Note, even more, the idea that the quality of the later programmer's work is a function of the match between his theories and the first programmer's theories.
These ideas convert the task of passing along "the design" to the more useful appropriate task of passing along "the theories." This latter task captures the need to pass along both tacit and external knowledge, and shows that the knowledged is clearly tacit in the owning. Look for the different ways in which Naur covers the idea of "tacit knowledge."
Here is his text:.
"Programming as Theory Building"
The present discussion is a contribution to the understanding of what programming is. It suggests that programming should be regarded as an activity by which the programmers form or achieve a certain kind on insight, a theory, of the matters at hand. This suggestion is in contrast to what appears to be a more common notion, that programming should be regarded as a production of a program and certain other texts.
Some of the background of the views presented here is to be found in certain observations of what actually happens to programs and the teams of programmers dealing with them, particularly in situations arising from unexpected and perhaps erroneous program executions or reactions, and on the occasion of modifications of programs. The difficulty of accommodating such observations in a production view of programming suggests that this view is misleading. The theory building view is presented as an alternative.
A more general background of the presentation is a conviction that it is important to have an appropriate understanding of what programming is. If our understanding is inappropriate we will misunderstand the difficulties that arise in the activity and our attempts to overcome them will give rise to conflicts and frustrations.
In the present discussion some of the crucial background experience will first be outlined. This is followed by an explanation of a theory of what programming is, denoted the Theory Building View. The subsequent sections enter into some of the consequences of the Theory Building View.
I shall use the word programming to denote the whole activity of design and implementation of programmed solutions. What I am concerned with is the activity of matching some significant part and aspect of an activity in the real world to the formal symbol manipulation that can be done by a program running on a computer. With such a notion it follows directly that the programming activity I am talking about must include the development in time corresponding to the changes taking place in the real world activity being matched by the program execution, in other words program modifications.
One way of stating the main point I want to make is that programming in this sense primarily must be the programmers' building up knowledge of a certain kind, knowledge taken to be basically the programmers' immediate possession, any documentation being an auxiliary, secondary product.
As a background of the further elaboration of this view given in the following sections, the remainder of the present section will describe some real experience of dealing with large programs that has seemed to me more and more significant as I have pondered over the problems. In either case the experience is my own or has been communicated to me by persons having first hand contact with the activity in question.
Case 1 concerns a compiler. It has been developed by a group A for a language L and worked very well on computer X. Now another group B has the task to write a compiler for a language L + M, a modest extension of L, for computer Y. Group B decides that the compiler for L developed by group A will be a good starting point for their design, and get a contract with group A that they will get support in the form of full documentation, including annotated program texts and much additional written design discussion, and also personal advice. The arrangement was effective and group B managed to develop the compiler they wanted. In the present context the significant issue is the importance of the personal advice from group A in the matters that concerned how to implement the extensions M to the language. During the design phase group B made suggestions for the manner in which the extensions should be accommodated and submitted them to group A for review. In several major cases it turned out that the solutions suggested by group B were found by group A to make no use of the facilities that were not only inherent in the structure of the existing compiler but were discussed at length in its documentation, and to be based instead on additions to that structure in the form of patches that effectively destroyed its power and simplicity. The members of group A were able to
spot these cases instantly and could propose simple an effective solutions, framed entirely within the existing structure. This is an example of how the full program text and additional documentation is insufficient in conveying to even the highly motivated group B the deeper insight into the design, that theory which is immediately present to the members of group A.
In the years following these events the compiler developed by group B was taken over by other programmers of the same organization, without guidance from group A. Information obtained by a member of group A about the compiler resulting from the further modification of it after about 10 years made it clear that at that later stage the original powerful structure was still visible, but made entirely ineffective by amorphous additions of many different kinds. Thus, again, the program text and its documentation has proved insufficient as a carrier of some of the most important design ideas.
Case 2 concerns the installation and fault diagnosis of a large real-time system for monitoring industrial production activities. The system is marketed by its producer, each delivery of the system being adapted individually to its specific environment of sensors and display devices. The size of the program delivered in each installation is of the order of 200,000 lines. The relevant experience from the way this kind of system is handled concerns the role and manner of work of the group of installation and fault finding programmers. The facts are, first that these programmers have been closely concerned with the system as a full time occupation over a period of several years, from the time the system was under design. Second, when diagnosing a fault these programmers rely almost exclusively on their ready knowledge of the system and the annotated program text, and are unable to conceive of any kind of additional documentation that would be useful to them. Third, other programmers' groups who are responsible for the operation of particular installations of the system, and thus receive documentation of the system and full guidance on its use from the producer's staff, regularly encounter difficulties that upon consultation with the producer's installation and fault finding programmer are traced to inadequate understanding of the existing documentation, but which can be cleared up easily by the installation and fault finding programmers.
The conclusion seems inescapable that at least with certain kinds of large programs, the continued adaption, modification, and correction of errors in them, is essentially dependent on a certain kind of knowledge possessed by a group of programmers who are closely and continuously connected with them.
Ryle's Notion of Theory
If it is granted that programming must involve, as the essential part , a building up of the programmers' knowledge, the next issue is to characterize that knowledge more closely. What will be considered here is the suggestion that the programmers' knowledge properly should be regarded as a theory, in the sense of Ryle [1949]. Very briefly, a person who has or possesses a theory in this sense knows how to do certain things and in addition can support the actual doing with explanations, justifications, and answers to queries, about the activity of concern. It may be noted that Ryle's notion of theory appears as an example of what K. Popper [Popper, and Eccles, 1977] calls unembodied World 3 objects and thus has a defensible philosophical standing. In the present section we shall describe Ryle's notion of theory in more detail.
Ryle [1949] develops his notion of theory as part of his analysis of the nature of intellectual activity, particularly the manner in which intellectual activity differs from, and goes beyond, activity that is merely intelligent. In intelligent behaviour the person displays, not any particular knowledge of facts, but the ability to do certain things, such as to make and appreciate jokes, to talk grammatically, or to fish. More particularly, the intelligent performance is characterized in part by the person's doing them well, according to certain criteria, but further displays the person's ability to apply the criteria so as to detect and correct lapses, to learn from the examples o others, and so forth. It may be noted that this notion of intelligence does not rely on any notion that the intelligent behaviour depends on the person's following or adhering to rules, prescriptions, or methods. On the contrary, the very act of adhering to rules can be done more or less intelligently; if the exercise of intelligence depended on following rules there would have to be rules about how to follow rules, and about how to follow the rules about following rules, etc. in an infinite regress, which is absurd.
What characterizes intellectual activity, over and beyond activity that is merely intelligent, is the person's building and having a theory, where theory is understood as the knowledge a person must have in order not only to do certain things intelligently but also to explain them, to answer queries about them, to argue about them, and so forth. A person who has a theory in prepared to enter into such activities; while building the theory the person is trying to get it.
The notion of theory in the sense used here applies not only to the elaborate constructions of specialized fields of enquiry, but equally to activities that any person who has received education will participate in on certain occasions. Even quite unambitious activities of everyday life may give rise to people's theorizing, for example in planning how to place furniture or how to get to some place by means of certain means of transportation.
The notion of theory employed here is explicitly not confined to what may be called the most general or abstract part of the insight. For example, to have Newton's theory of mechanics as understood here it is not enough to understand the central laws, such as that force equals mass times acceleration. In addition, as described in more detail by Kuhn [1970, p. 187ff], the person having the theory must have an understanding of the manner in which the central laws apply to certain aspects of reality, so as to be able to recognize and apply the theory to other similar aspects. A person having Newton's theory of mechanics must thus understand how it applies to the motions of pendulums and the planets, and must be able to recognize similar phenomena in the world, so as to be able to employ the mathematically expressed rules of the theory properly.
The dependence of a theory on a grasp of certain kinds of similarity between situations and events of the real world gives the reason why the knowledge held by someone who has the theory could not, in principle, be expressed in terms of rules. In fact, the similarities in question are not, and cannot be, expressed in terms of criteria, no more than the similarities of many other kinds of objects, such as human faces, tunes, or tastes of wine, can be thus expressed.
The Theory to be Built by the Programmer
In terms of Ryle's notion of theory, what has to be built by the programmer is a theory of how certain affairs of the world will be handled by, or supported by, a computer program. On the Theory Building view of programming the theory built by the programmers has primacy over such other products as program texts, user documentation, and additional documentation such as specifications.
In arguing for the Theory Building View, the basic issue is to show how the knowledge possessed by the programmer by virtue of his or her having the theory necessarily, and in an essential manner, transcends that which is recorded in the documented products. The answers to this issue is that the programmer's knowledge transcends that given in documentation in at least three essential areas:
1) The programmer having the theory of the program can explain how the solution relates to the affairs of the world that it helps to handle. Such an explanation will have to be concerned with the manner in which the affairs of the world, both in their overall characteristics and their details, are, in some sense, mapped into the program text and into any additional documentation. Thus the programmer must be able to explain, for each part of the program text and for each of its overall structural characteristics, what aspect or activity of the world is matched by it. Conversely, for any aspect or activity of the world the programmer is able to state its manner of mapping into the program text. By far the largest part of the world aspects and activities will of course lie outside the scope of the program text, being irrelevant in the context. However, the decision that a part of the world is relevant can only be made by someone who understands the whole world. This understanding must be contributed by the programmer.
2) The programmer having the theory of the program can explain why each part of the program is what it is, in other words is able to support the actual program text with a justification of some sort. The final basis of the justification is and must always remain the programmer's direct, intuitive knowledge or estimate. This holds even where the justification makes use of reasoning, perhaps with application of design rules, quantitative estimates, comparisons with alternatives, and such like, the point being that the choice of the principles and rules, and the decision that they are relevant to the situation at hand, again must in the final analysis remain a matter of the programmer's direct knowledge.