Category: project management

  • Emergent Explicit Policies

    One of Kanban practices is introducing explicit policies. It is the policy that probably gets least publicity. I mean I could talk hours about visualization and don’t even let me started with WIP limits thing. Managing flow gives me a great starting point for the whole debate on measuring work and using the data to learn how the work is done. Finally, continuous improvement is the axis that the whole thing spins around and a link place to all sorts of beyond Kanban discussions.

    Note; I put introducing feedback loops aside for the sake of this discussion as it is still new kid on the block and thus it isn’t covered that well in different sources.

    On this background explicit policies look like a poor relative of the other Kanban practices. Seriously, I sometimes wonder why David Anderson put it on the original list back then when he was defining what Kanban method is. Not that explicit policies are unimportant, but their power is somewhat obscure.

    After all what does it mean that we have explicit policies? What does it take to have such a thing? When I’m training or coaching I like to use this example: if I take any member of the team ask what random things on Kanban board mean they should all answer the same. I ask about things like, what exactly is represented by a sticky in a specific place of the board or what the meaning of a specific visual signal is, e.g. pins, magnets, different marks on stickies etc.

    I don’t subscribe to a common advice that you have to write policies down and stick them to the board to make them explicit. I mean, this usually helps but it is hardly enough to start. Explicit policies are all about common understanding of how the work is done.

    And this is where real fun starts. If we are talking about common understanding we should rather talk about discovery process and not compliancy enforcement. If it is about discovery process we may safely assume two things:

    1. It has to be a common effort of the whole team. One person, a leader or not, just won’t know everything, as it is about how everyone works.
    2. It’s not one time effort. As the team approaches new situations they are essentially introducing new behaviors and new rules.

    This is a real challenge with explicit policies. Unless you get the whole team involved and make it a continuous process you’re doing suboptimal job with policies.

    What you aim for is to have emergent explicit policies. Any time that a team encounters a new situation that calls for a new rule you can add it to the list of policies you follow.

    By the way, this is where having policies written down proves useful. I would, however, argue that printed sheet rather discourages people to add something, while a set of handwritten sticky notes or a hand writing on a whiteboard does the opposite. This is why you may want to use more sketchy method of storing the list of explicit policies.

    Another thing is what should make it to the list. As a rule of thumb: the fewer, the better. I mean, who would read, and remember, a wall of text. Personally I would put there things which either prove to be repeatedly problematic or those that are especially important for the team.

    After all, your policies are emergent so if you missed something the team would add it soon, right? In fact, this is another thing to remember. The last thing a leader might want is to be considered the only person who is allowed to change the list of policies. Personally, I couldn’t be happier when I saw a new policy on the board that was scribbled there by someone else. It is a signal that people understand the whole thing. Not only do they understand, but they do give a damn too.

    Without this your policies are going to be like all those corporate rules, like a mission statement or a company vision or a quality policy. You know, all that meaningless crap introduced by company leaders, that has no impact whatsoever on how people really work.

    You wouldn’t like this to happen in your team, would you?

  • (Sub)Optimizing Cycle Time

    There is one thing we take almost for granted whenever analyzing how the work is done. It is Little’s Law. It says that:

    Average Cycle Time = Work in Progress / Throughput

    This simple formula tells us a lot about ways of optimizing work. And yes, there are a few approaches to achieve this. Obviously, there is more than the standard way, used so commonly, which is attacking throughput.

    A funny thing is that, even though it is a perfectly viable strategy to optimize work, the approach to improve throughput is often very, very naive and boils down just to throwing more people into a project. Most of the time it is plain stupid as we know from Brook’s Law that:

    Adding manpower to a late software project makes it later.

    By the way, reading Mythical Man-Month (the title essay) should be a prerequisite to get any project management-related job. Seriously.

    Anyway, these days, when we aim to optimize work, we often focus either on limiting WIP or reducing average cycle time. They both have a positive impact on the team’s results. Especially cycle time often looks appealing. After all, the faster we deliver the better, right?

    Um, not always.

    It all depends on how the work is done. One realization I had when I was cooking for the whole company was that I was consciously hurting my cycle time to deliver pizzas faster. Let me explain. The interesting part of the baking process looked like this:

    Considering that I’ve had enough ready-to-bake pizzas the first setp was putting a pizza into the oven, then it was baked, then I was pulling it out from the oven and serving. Considering that it was almost a standardized process we can assume standard times needed for each stage: half a minute for stuffing the oven with a pizza, 10 minutes of baking and a minute to serve the pizza.

    I was the only cook, but I wasn’t actively involved in the baking step, which is exactly what makes this case interesting. At the same time the oven was a bottleneck. What I ended up doing was protecting the bottleneck, meaning that I was trying to keep a pizza in the oven at all times.

    My flow looked like this: putting a pizza into the oven, waiting till it’s ready, taking it out, putting another pizza into the oven and only then serving the one which was baked. Basically the decision-making point was when a pizza was baked.

    One interesting thing is that a decision not to serve a pizza instantly after it was taken out of the oven also meant increasing work in progress. I pulled another pizza before making the first one done. One could say that I was another bottleneck as my activities were split between protecting the original bottleneck (the oven) and improving cycle time (serving a pizza). Anyway, that’s another story to share.

    Now, let’s look at cycle times:

    What we see on this picture is how many minutes elapsed since the whole thing started. You can see that each pizza was served a minute and a half after it was pulled out from the oven even though the serving part was only a minute long. It was because I was dealing with another pizza in the meantime. Average cycle time was 12 minutes.

    Now, what would happen if I tried to optimize cycle time and WIP? Obviously, I would serve pizza first and only then deal with another one.

    Again, the decision-making point is the same, only this time the decision is different. One thing we see already is that I can keep a lower WIP, as I get rid of the first pizza before pulling another one in. Would it be better? In fact, cycle times improve.

    This time, average cycle time is 11.5 minutes. Not a surprise since I got rid of a delay connected to dealing with the other pizza. So basically I improved WIP and average cycle time. Would it be better this way?

    No, not at all.

    In this very situation I’ve had a queue of people waiting to be fed. In other words the metric which was more interesting for me was lead time, not cycle time. I wanted to optimize people waiting time, so the time spent from order to delivery (lead time) and not simply processing time (cycle time). Let’s have one more look at the numbers. This time with lead time added.

    This is the scenario with protecting the bottleneck and worse cycle times.

    And this is one with optimized cycle times and lower WIP.

    In both cases lead time is counted as time elapsed from first second, so naturally with each consecutive pizza lead times are worse over time. Anyway, in the first case after four pizzas we have better average lead time (27.75 versus 28.75 minutes). This also means that I was able to deliver all these pizzas 2.5 minutes faster, so throughput of the system was also better. All that with worse cycle times and bigger WIP.

    An interesting observation is that average lead time wasn’t better from the very beginning. It became so only after the third pizza was delivered.

    When you think about it, it is obvious. Protecting a bottleneck does make sense when you operate in continuous manner.

    Anyway, am I trying to convince you that the whole thing with optimizing cycle times and reducing WIP is complete bollocks and you shouldn’t give a damn? No, I couldn’t be further from this. My point simply is that understanding how the work is done is crucial before you start messing with the process.

    As a rule of thumb, you can say that lower WIP and shorter cycle times are better, but only because so many companies have so ridiculous amounts of WIP and such insanely long cycle times that it’s safe advice in the vast majority of cases.

    If you are, however, in the business of making your team working efficiently, you had better start with understanding how the work is being done, as a single bottleneck can change the whole picture.

    One thought I had when writing this post was whether it translates to software projects at all. But then, I’ve recalled a number of teams that should think about exactly the same scenario. There are those which have the very same people dealing with analysis (prior to development) and testing (after development) or any other similar scenario. There are those that have a Jack-of-all-trades on board and always ask what the best thing to put his hands on is. There also are teams that are using external people part-time to cover for areas they don’t specialize in both upstream and downstream. Finally, there are functional teams juggling with many endeavors, trying to figure out which task is the most important to deal with at any given moment.

    So as long as I keep my stance on Kanban principles I urge you not to take any advice as a universal truth. Understand why it works and where it works and why it is (or it is not) applicable in your case.

    Because, after all, shorter cycle times and lower WIP limits are better. Except then they’re not.

  • Why Burn-up Chart Is Better Than Burn-down Chart

    The other day I was in the middle of discussion about visuals a team was going to use in a new project. When we came to the point of tracking completion of the project I advised a burn-up chart and intended to move on. The thing that stopped me was the question I was asked: why burn-up and not burn-down?

    Burn-down Chart

    First, some basics. Burn-down chart is an old idea I’ve learnt from Scrum. It is a simple graph showing amount of work on a vertical and timeline on a horizontal axis. As time progresses we keep track how much work is still not done. The goal is to hit the ground. The steepness of the curve can help us approximate when it’s going to happen or, in other words, when we’re going to be done with the whole work.

    When we think about quantifying work it should be anything we use anyway – story points, weighted T-shirt sizes, simple number of tasks or what have you.

    Burn-up Chart

    Burn-up chart’s mechanics is basically the same. The only difference is that instead of tracking how much work is left to be done, we track how much work we’ve completed, so the curve is going up, not down.

    The Difference

    OK, considering these two work almost identically, what’s the difference? Personally, I don’t buy all the crap like “associations of the word burn-down are bad.” We learned not to be afraid of failure and we can’t deal with a simple word? Give me a break.

    The real difference is visible when the scope changes. If we suddenly realize we have more work to do burn-down may look like this.

    Unfortunately, it can also look differently if we happen to be (un)lucky enough to complete some work at the same time when we learn about additional work.

    It becomes even trickier when the scope decreases.

    Have we just completed something or has a client cancelled that feature which we talked about yesterday? Not to mention that approximating the finish of work becomes more difficult.

    At the same time, burn-up chart makes it all perfectly visible as progress is tracked independently on scope change.

    You can see scope changes in both directions, as well as real progress. And this is exactly why choosing burn-up over burn-down should be no brainer.

  • Refactoring: Value or Waste?

    Almost every time I’m talking about measuring how much time we spend on value-adding tasks, a.k.a. value, and non-value-adding stuff, a.k.a. waste, someone brings an example of refactoring. Should it be considered value, as while we refactor we basically improve code, or rather waste, as it’s just cleaning after mess we introduced in code in the first place and the activity itself doesn’t add new value to a customer.

    It seems the question bothers others as well, as this thread comes back in Twitter discussions repeatedly. Some time ago it was launched by Al Shalloway with his quick classification of refactoring:

    The three types of refactoring are: to simplify, to fix, and to extend design.

    By the way, if you want to read a longer version, here’s the full post.

    Obviously, such an invitation to discuss value and waste couldn’t have been ignored. Stephen Parry shared an opinion:

    One is value, and two are waste. Maybe all three are waste? Not sure.

    Not a very strong one, isn’t it? Actually, this is where I’d like to pick it up. Stephen’s conclusion defines the whole problem: “not sure.” For me deciding whether refactoring is or is not value-adding is very contextual. Let me give you a few examples:

    1. You build your code according to TDD and the old pattern: red, green, refactor. Basically refactoring is an inherent part of your code building effort. Can it be waste then?
    2. You change an old part of a bigger system and have little idea what is happening in code there, as it’s not state-of-the-art type of software. You start with refactoring the whole thing so you actually know what you’re doing while changing it. Does it add value to a client?
    3. You make a quick fix to code and, as you go, you refactor all parts you touch to improve them, maybe you even fix something along the way. At the same time you know you could have applied just a quick and dirty fix and the task would be done too. How to account such work?
    4. Your client orders refactoring of a part of a system you work on. Functionality isn’t supposed to be changed at all. It’s just the client suppose the system will be better after all, whatever it means exactly. They pay for it so it must have some value, doesn’t it?

    As you see there are many layers which you may consider. One is when refactoring is done – whether it’s an integral part of development or not. Another is whether it improves anything that can be perceived by a client, e.g. fixing something. Then, we can ask does the client consider it valuable for themselves? And of course the same question can be asked to the guys maintaining software – lower cost of maintenance or fewer future bugs can also be considered valuable, even when the client isn’t really aware of it.

    To make it even more interesting, there’s another advice how to account refactoring. David Anderson points us to Donald Reinertsen:

    Donald Reinertsen would define valuable activity as discovery of new (useful) information.

    From this perspective if I learn new, useful information during refactoring, e.g. how this darn code works, it adds value. The question is: for whom? I mean, I’ll definitely know more about this very system, but does the client gets anything of any value thanks to this?

    If you are with me by this point you already know that there’s no clear answer which helps to decide whether refactoring should be considered value or waste. Does it mean that you shouldn’t try sorting this out in your team? Well, not exactly.

    Something you definitely need if you want to measure value and waste in your team (because you do refactor, don’t you?) is a clear guidance for the team: which kind of refactoring is treated in which way. In other words, it doesn’t matter whether you think that all refactoring is waste, all is value or anything in between; you want the whole team to understand value and waste in the same way. Otherwise don’t even bother with measuring it as your data will be incoherent and useless.

    This guidance is even more important because at the end of the day, as Tobias Mayer advises:

    The person responsible for doing the actual work should decide

    The problem is that sometimes the person responsible for doing the actual work can look at things quite differently than their colleague or the rest of the team. I know people who’d see a lot value in refactoring the whole system, a.k.a. rewriting from scratch, only because they allegedly know better how to write the whole thing.

    The guidance that often helps me to decide is answering the question:

    Could we get it right in the first place? If so then fixing it now is likely waste.

    Actually, a better question might start with “should we…” although the way of thinking is similar. Yes, I know it is very subjective and prone to individual interpretations, yet surprisingly often it helps to sort our different edge cases.

    An example: Oh, our system has performance problems. Is fixing it value or waste? Well, if we knew the expected workload and failed to deliver software handling it, we screwed this one up. We could have done better and we should have done better, thus fixing it will be waste. On the other hand the workload may exceed the initial plans or whatever we agreed with the client, so knowing what we knew back then performance was good. In this case improving it will be value.

    By the way: using such an approach means accounting most of refactoring as waste, because most of the time we could have, and should have, done better. And this is aligned with my thinking about refactoring, value and waste.

    Anyway, as the problem is pretty open-ended, feel invited to join the discussion.

  • Code Better or Code Less?

    An interesting discussion (that might have happened):

    I would rather students apply their effort to writing better code than to writing better comments.

    ~ Bob Martin

    But…

    I would rather students apply their efforts to writing less code than writing “better” code.

    ~ Bob Marshall

    Because…

    There is nothing so useless as doing efficiently that which should not be done at all.

    ~ Peter Drucker

    Having read this, one realization is that better code often means less code. I don’t think about lines of code exactly, or something similarly stupid, but in terms of meaningful code. However, argument for less code isn’t about making code as compact as possible, avoid redundancy, etc.

    The argument is about not writing code at all whenever reasonable or possible.

    Should we focus on deciding what should and what should not built instead of polishing our software development craft then?

    Yes and no.

    Yeah, I know. Exactly the kind of answer you expected, isn’t it? Anyway, you can’t answer this question meaningfully without a context.

    Better code

    One perspective is the one of a developer. The developer in almost every medium-to-big organization, and in quite a lot of small ones too, is pretty much disconnected with product management/product ownership part of a project. It means that they have very little-to-no knowledge what actually should be built.

    Of course being a developer I can, and should, share my concerns about usefulness of building specific features but it’s unlikely I have enough information to judge such situations correctly in many cases. By the way, even when I’m right and this darn feature shouldn’t be built odds are that it’ll be built anyway because a client says so. Sounds stupid? Sure, it does! Does it make the client change their minds? Not very often.

    If you’ve ever worked on one of those big contracts where everything is (allegedly) specified upfront and no one on a client’s side is willing to change anything because of internal politics, you exactly know what I’m talking about. If you haven’t, well, damn you, you lucky bastard.

    So it might be a great idea not to build a feature but developers either don’t have enough knowledge to be aware of the fact or aren’t allowed to skip the feature anyway. In this case a better thing to do is to focus on building better code, not less code, because one can hardly say what meaningful less is.

    Less code

    The other perspective is the one of product management folks, however this specific role is called in your org. For them, their first and main focus should be on building less code. Yes, product owners, product managers, etc. Yes, less code. And yes, I do know they don’t write code. It still should be their main goal.

    You see, this is the place where meaningful decisions about not building features can be made. Product folks should know what adds value and what doesn’t. What’s more, they are usually better suited to start such discussions with clients, whenever needed. After all, it is so common that clients want, and pay for, unnecessary features and useless code.

    Organizational-wise you get more value, or less waste, focusing on building less code. Given that you’re free to work on both: better code and less code across the organization, it would likely be wiser to choose the latter. At the same time efficiency of your efforts depends much on the part of the organization you work with and, locally, it may be a much better choice to focus quality of code and not quantity of code as an issue to tackle.

    So if I could choose what kind of superhero posters are in rooms of my people I’d go with Peter Drucker for product folks and Bob Martin for developers.

  • Splitting Huge Tasks

    On occasions I deal with an issue small enough that it barely deserves a full-blown blog post, yet it is hard to pack it into 140 characters of a tweet. However, when I’m advising on such an issue for yet another time it is a clear signal that sharing an idea how to deal with it might be useful. So, following an experimentation mindset, I’m going to try short posts addressing this kind of issues and see how they are received.

    One of pretty common problems is with splitting tasks. For example a typical task for a team can take something between 4 hours and a couple of days. And then, there is this gargantuan task that takes 3 months. Actually, 3 months, 5 days and 3 hours. It is, however, quite a coherent work item. Basing on merits it does make sense to treat it as a single task.

    On a side note: for whatever reasons it happens more often in non-software development teams.

    The problem is, it heavily affects any metrics you may gather. Sometimes it affects metrics to the point when analyzing them doesn’t make much sense anymore. If you include this huge task in your metrics they all go mad. If you don’t, you basically hide the fact that a part of the team was working on something that isn’t accounted at all. So the question is: should you accept it and move on or do something with the task?

    I’m not orthodox but I’d rather split the task to smaller ones. Usually this is the point when new issues raise – for example the task can be split but for pieces so small that measuring them separately adds way too much hassle. An alternative can be grouping these tiny pieces into batches of a size that does make sense for the team.

    Anyway, I’d still go with splitting the task, even if division is artificial to some point. The knowledge you gain from metrics is worth the effort.

    In short: when in doubt – split.

  • Cadences and Iterations

    Often, when I’m working with teams that are familiar with Scrum, they find the concept of cadence new. It is surprising as they are using cadences, except they do it in a specific, fixed way.

    Let’s start from what most Scrum teams do, or should do. They build their products in sprints or iterations. At the beginning of each sprint they have planning session: they groom backlog, choose stories that will be built in the iteration, estimate them etc. In short, they replenish their to do queue.

    When the sprint ends the team deploys and demos their product to the client or a stakeholder who is acting client. Whoever is a target for team’s product knows that they can expect a new version after each timebox. This way there is a regular frequency of releases.

    Finally, at the very end of the iteration the team runs retrospective to discuss issues and improve. They summarize what happened during the sprint and set goals to another. Again, there is a rhythm of retrospectives.

    Then, the next sprint starts with a planning session and the whole cycle starts again.

    It looks like this.

    All practices – planning, release and retros – have exactly the same rhythm set by the length of timebox. A cadence is exactly this rhythm.

    However, you can think of each of practices separately. Some of us got used to the fact that frequency of planning, releases and retrospectives is exactly the same, but when you think about this it is just an artificial thing introduced by Scrum.

    Would it be possible to plan every second iteration? Well, yes, why not? If someone can tell in advance what they want to get, it shouldn’t be a problem.

    Would it be a problem if we had planning more often then? For many Scrum teams it would. However, what would happen if we planned too few stories for the iteration and we would be done halfway through the sprint? We’d probably pull more stories from backlog. Isn’t that planning? Or in other words, as long as we respect boundaries set by the team, wouldn’t it possible to plan more frequently?

    The same questions you can ask in terms of other practices. One thing I hear repeatedly is that more mature teams change frequency of retrospectives. They just don’t need them at the end of every single sprint. Another strategy is ad-hoc retro which usually makes them more frequent than timeboxes. Same with continuous delivery which makes you deploying virtually all the time.

    And this is where the concept of cadence comes handy. Instead of talking about a timebox, which fixes time for planning, releases and retrospectives, you start talking about a cadence of planning, a cadence of releasing and a cadence of retrospectives separately.

    At the beginning you will likely start with what you have at the moment, meaning that frequencies are identical and synchronized. Bearing in mind that these are different things you can perfectly tweak them in a way that makes sense in your context.

    If you have comfort of having product owner or product manager on-site, why should you replenish your to do queue only once per sprint? Wouldn’t it be better if the team worked on smaller batches of work, delivering value faster and shortening their feedback loops?

    On the other hand, if the team seems mature frequency of retros can be loosened a bit, especially if you see little value coming out of such frequent retros.

    At the same releases can be decided ad-hoc basing of value of stories the team has built or client’s readiness to verify what has been built or on weather in California yesterday.

    Depending on policies you choose to set cadences for your practices it may look like this.

    Or completely different. Because it’s going to be adjusted to the specific way of working of your team.

    Anyway, it is likely, that the ideal cycle of planning, releases and retrospectives isn’t exactly the same, so keeping cadences of all of these identical (and calling them iteration or timebox) is probably suboptimal.

    What more, thinking about a cadence you don’t necessarily need them to be fixed. As long as they are somewhat predictable they totally can be ad-hoc. Actually, in some cases, it is way better to have specific practice triggered on event basis and not on time basis. For example, a good moment to replenish to do queue is when it gets empty, a good moment to release is when we have a product ready, which may even be a few times a day, etc.

    Note: don’t treat it as a rant against iterations. There are good reasons to use them, especially when a team lacks discipline in terms of specific practices, be it running retros or regular deployments. If sprints work for you, that’s great. Although even then running a little experiment wouldn’t hurt, would it?

  • Trap of Estimation

    So we had this project which was supposed to end by the end of July. Unfortunately a simple burnup chart, which we used to track progress, seemed rather grim – it was consistently showing very beginning of September as a completion date. A month late.

    Suddenly, one day it started looking almost perfectly – end of July! Yay!

    Wait, wait, wait. What? I mean, what the hell happened on a single day that we suddenly recovered from a month-long slip? Something stinks here.

    After a while of digging we came up with the answer. Actually team invested some time to re-estimate all the work, including the work which was already done. Now, how the heck does it affect burnup chart?

    It seems the chart on the y axis, where the work items were shown, had a sum of estimates and not just a number of tasks. It means that changing estimates in retrospect affects the scope and percent complete of the project. It actually means that such changes can affect predicted completion date as well.

    This is called creative accounting and some people went to jail because of that, you know.

    My first question is whether such re-estimation changes real status of a project in terms of how much functionality is ready, what is done, how many bugs are fixed or lines of code written or any other creative, crazy or dumb measure you can come up with to say how much work has been done. Or does it change how much more work is there to be done?

    No! Double no, actually. It’s just a trick to tell us we aren’t screwed up that much. Actually, I accept the fact that we might have been OK in the first place and the chart was wrong. That would be awesome. But fixing the chart in such way, one, doesn’t change the status of work in any way and, two, just covers the real issue so it is harder to address it.

    What is the real issue then? Well, there are a couple of them. First, using time-based estimates to show how much work is to be done is asking for troubles. Unless you are a freaking magician and you can make your estimates right 5 months before you even start working on the task, that is. If you’re just a plain human, like me, and you assume your estimates are wrong using them as a basis for tracing project progress seems sort of dumb to me.

    It would be much better to count features or, if they vary much in size, count weight of features. Say S size is 3 times smaller than M and this is 3 times smaller than L or something like this. By the way, as you gather historical data you can pretty much fix these factors learning from past facts.

    Second, even if you decided to go with estimates to judge how much work is to be done, what makes you thinking that fixing estimates in retrospect pushes you forward for an inch in terms of the next project you’re going to run? Do you expect to know exactly, in advance how much time will take you to build features in future projects? Because this kind of knowledge you’re applying now to “fix” your estimates in current project.

    I would rather prefer a discussion on how to judge the scope better at the beginning of projects because this is going to be your benchmark. In this case precise estimates are almost useless. I will likely be pretty close in terms of telling how many features we have to build. It’s going to be trickier to say which of them will be small, medium or large. But I refuse to guess how many freaking hours each and every feature will take to build because such effort is utterly futile. It just so happens that I’ve forgotten to take my damn crystal ball with me, so sorry, that’s not going to work.

    In this case estimation brings us to a trap. Knowing exactly how much time each work item has taken it is easy to track the progress in retrospect. Average 8-year old child would be able to connect the dots. However, unless you’re a bloody superhero and you’re going to have such data at the beginning of your next project don’t treat it as viable method of tracking progress.

    Use any data that will be available in high quality at the beginning of a project. Number of features, maybe sized in some way if your team have some experience in sizing and you understand variability of work.

    Anyway, whatever you do, just don’t change the benchmark in retrospect as it’s going to mess your data and cover a real problem, which is that you should improve the way you set the benchmark in the first place.

    By the way: if you happen to work on time and material basis you can perfectly ignore the whole post, you lucky bastard. Actually, I doubt you even reached to this point of the post anyways.

  • Slack Time

    It often comes to me as a surprise that people misunderstand different concepts or definitions that we use in our writings or presentations. Actually, it shouldn’t. I have to remind myself over and over again that I do exactly the same thing – I start playing with different ideas and only eventually learn that I misused or misunderstood some definitions.

    Anyway, the context that brought me to these thoughts is slack time. When talking about WIP (Work In Progress) limits we often mention slack time and usually even (vaguely) point what slack time is for. However, basing on different conversations I’m having, people rarely get what slack time is when they first hear about it.

    How Slack Time Works

    Let’s start with basics. Imagine a very simple development process: we have backlog which we draw features from, then development and testing and after that we are done. For my convenience I split development stage into two sub-columns: ongoing and done, so we know which task is still under development and which can be pulled to testing.

    As you might notice we also have WIP limits that will trigger slack time in our process.

    In ideal situation a quality engineer would pull tasks from development done sub-column as soon as anything pops there and even if it won’t happen immediately we have a buffer for one feature in development (two developers and WIP limit of 3 in the column). I have a surprise for you: we don’t live in ideal world and ideal situations happen pretty rarely.

    There are two scenarios possible here. One is that developers won’t be able to feed quality engineer with features at rate high enough to keep him busy.

    In this situation quality engineer is idle. He just face slack time. He can’t pull another task from queue because it is empty so he needs to find a different task. He may try to help developers with their work (if possible) but he may also learn something new using slack time to sharpen his saw. He can also use this time to automate some of his work (and believe me: vast majority apps I saw would benefit heavily from automating some tests) so that the whole process is more effective in future.

    Another situation, and the one that is more interesting, would happen when the quality engineer is a bottleneck. It means that he can’t deal with features built by developers at the same rate they are flowing through development.

    In this case one of developers who just finished working on a feature has slack time. It is possible that another will soon finish his feature as well and both will be in the same situation. And again, they can use slack time, e.g. to do some refactoring or learn something new or help quality engineer doing his work. However, probably most valuable and at the same moment most desirable thing to do would be finding a way to improve the part of the process that is bottlenecked; here: testing.

    The effect might be some kind of automated test suite that reduces effort needed to test any single feature or maybe improvements in code quality policies that result in fewer bugs, thus less rework for each feature.

    What Slack Time Is

    By this point you should already understand when slack time happens and what it is roughly. Let’s try to pack it into some kind of definition then. Slack time happens when any team member for whatever reasons restrains to do the task they would typically do, e.g. a developer doesn’t develop new features. It is used to do other tasks, that usually result in improvements of all sorts.

    That’s a bit simplified definition of course. You may ask what if a developer has a learning task every once in a while put into their queue. Well, I would dare to say that it is just planning for learning and not introducing slack time, but we don’t deal here with strict definitions so I could totally agree if others interpret it differently.

    Note: we went through two different root causes for slack time emergence. One is when there aren’t enough tasks to feed one of roles. This is something that happens pretty naturally in many teams. If one of roles further downstream is able to process more tasks than roles upstream (in other words: bottleneck is somewhere upstream) they will naturally have moments of slack time.

    Some people may argue that this is not slack time and again I can perfectly accept such point of view. However, for me it suits the definition.

    Another root cause is when we intentionally limit throughput upstream to protect bottleneck that is somewhere downstream. This case is way more interesting for a couple of reasons. First, it doesn’t happen naturally so conscious action is required to introduce such slack time. Second, for many people introducing slack time there is counterintuitive, thus they resist to do it.

    A result of not limiting throughput before a bottleneck is a huge queue of work waiting for availability of bottleneck role, which makes the whole thing only worse. The team has to juggle more tasks at the same time introducing a lot of context switching and crippling own productivity.

    Nature of Slack Time

    One of specific properties of slack time is its emergent nature. We don’t carefully plan slack time as we don’t exactly know when exactly it’s going to happen. It appears whenever our flow becomes unbalanced, which sometimes means all the time.

    You can say that slack time is some sort of flow self-balancing mechanism. Whenever team members happen to have this time while they don’t do regular work they are encouraged to do something that improves the flow in future, usually balancing it better. At the same time the more unbalanced the team and the flow are the more slack time there will be.

    Remember though that in software development business our flow won’t be stable. Even when you reach equilibrium in one moment it will likely be ruined a moment later when you’re dealing with a special case, be it a non-standard feature, a team member taking a few days off or whatever else.

    It means that even in environment which is almost perfectly balanced slack time will be happening. Even better, such state means that you don’t have a fixed bottleneck – it will be flowing between two or more roles, meaning that every role in the team would have slack time on occasions.

    Another specific of slack time is that usually we aren’t told what exactly we should do in it. It doesn’t have to be that way in each and every case, however since slack time itself isn’t planned we can hardly plan to complete something during slack time in a reasonable manner. On the other hand there may be some guidance which activities are more desirable.

    It means that slack time seems to be a tool for teams that trust each other and are trusted by their leaders. It is true as slack time, thanks to its emergent nature, can’t be managed in command and control manner.

    However, for those of you who are control freaks, considering you have sensible WIP limits even if your people do nothing during slack time (and I mean virtually nothing) it should still have positive impact on team’s productivity. This is because 100% utilization is a myth. Note that in this case you lose self-balancing property of slack time – you don’t improve your flow. You just keep your efficiency on a bit higher level than you would otherwise.

    What Slack Time Is For

    I’ve already mentioned a few ideas what to use slack time for. Let’s try to generalize a bit here. Slack time, by definition, isn’t dedicated to do regular stuff, whatever “regular stuff” might mean in your case. If you think about examples I used and try to find a common part these all are important things: learning, improving team’s toolbox, balancing the flow or improving quality.

    At the same time none of them seems to be urgent. It is usually more urgent to complete a project on time (or as soon as possible) than to tweak tools team uses or introduce new quality policies.

    In short, slack time is for important and not urgent stuff. If something is urgent it likely is in the plan anyway and if something isn’t important what’s the point of doing it.

    If you’re interested in more elaborate version of that please read the post: what slack time is for.

    Other Flavors of Slack Time

    When talking about slack time it is easy to notice that there is some ambiguity around this concept. Why unplanned slack time is OK and planned time slots dedicated to the very same tasks are not?

    Personally I’m far from being orthodox over definitions. For me the key is understanding why and how slack time works and why it is valuable, so you can achieve similar effects using adjusted or completely different methods.

    Considering that a general goal of slack time is improvement you can introduce dedicated time slots for that or include improvement features in your backlog. The effect might be pretty similar and you may feel that you have more control over a process.

    What more, you may want to plan for improvement activities not leaving it to the random nature of slack time. Again, that’s fine for me even though personally I wouldn’t call that slack time.

    We may argue over naming, whether something already can be called slack time or not, but I’m not going to die for that really. Especially if we agree on purpose of these activities.

    I hope this helps to understand the concept of slack time – what it is, how it works and why it is valuable. Should you have any ideas what is missing or wrong here please leave a comment below. I’ll update the post.

  • The Project Portfolio Kanban Story: Better Board

    When applying Kanban on project portfolio level you’re dealing with different challenges than in case of standard Kanban implementation on a team level (if there even is such a thing). Both the flow dynamics and task granularity is very different, thus you need to focus on different aspects when designing Kanban board.

    This is basically why typical Kanban board design will often be suboptimal.

    Portfolio Kanban Board 2

    At the same time the biggest challenge you face on project portfolio level is defining and applying WIP limits. For the time being my thoughts on a subject are that depending on a specific environment teams would be choosing very different measures to manage WIP on portfolio level. However, as we as a community still lack experience from addressing different scenarios I’ll focus on the path I’m following. After all the story format I chose requires that.

    In my case the most reasonable thing I was able to come up with was a number of people involved in project work. Unfortunately the scale of the team (more than 130 people) didn’t allow me to use straightforward approach and scale up WIP limits with numbers.

    Instead of continuing my struggle to find a perfect measure that suits the current board I decided to redesign it completely.

    Whenever you read about Kanban you learn that it is an evolutionary approach. Kaizen and all the stuff. However one advice I have on designing a Kanban board in general is that when you start running circles with board evolution and see little or no improvements throw the whole board out and start from scratch. From one point of view it can be considered a revolution (kaikaku) but from another: you don’t really change your way of working, you just try to visualize it differently.

    Either way I took my own advice and started from a clean whiteboard. I also remembered another advice: not to stick to standard board designs. This is what I ended up with.

    First, there is no value stream or process in a way we understand it on a team level. Since the flow of index cards wasn’t dynamic I decided this isn’t information I should focus on that much.

    Second, on horizontal axis, instead of process there is a time line (monthly granularity). As variability of project sizes is huge I decided I need some sort of time boxes which I measure WIP against. With very few small engagements, ones that take us less than a few weeks, monthly time boxes looked reasonable.

    Third, I created swim lanes for teams. We don’t have 130 generic engineers, or Average Full-Time Equivalents, or whatever other inhumane label you can think of. We have teams that we strive to protect and teams do have specializations. It means the context of a team is very important and if it is important it goes to the board, thus swim lanes.

    Fourth, having such board construction I had to change my approach to index cards. Instead of having a single index card representing single project I ended up with territory-driven approach. A project covers a territory both in terms of team(s) and time. Looking at index cards with a project name you can instantly guess which team is working on the project and how long it’s going to take them. And the best part: a size of index card in any given month represents roughly how big part of a team would be involved in work on a project. This way we can easily show a few smaller projects as well as on big or any combination of those two.

    Fifth, as one of Kanban base concepts is pull it is represented by backlog area – green cards on the left side of the board. These are projects that aren’t yet started. The specific swim lane they are neighboring show preferable team to work on a project. However, it rarely is such a direct dependency: this team will do the project as there is no other one suitable to do the job. Most of the time we assume that another team can build the project too. Each time a project goes into development we decide, at last responsible moment, which team will take it.

    Of course there are some nice additional flavors here as well. Violet and yellow index cards differentiate maintenance projects from new ones. Green card are for projects that aren’t yet started and once they are we switch to yellow. Red index cards represent overrun in projects that are late. As we work on fixed price, fixed time projects we roughly know up front how much time and people we want to invest into a project. When something bad happens and this plan changes we show that. After all we put more attention to challenged projects.

    A simple fact that we are working on fixed time, fixed price projects doesn’t mean our arrangements never change. They do. Any time something changes we just update it on the board, same as we’d do with any other board. We just keep the board updated as other way its value would diminish.

    This Kanban board design definitely tells more than the initial one but I started this whole revolution to deal with WIP limits. What with them?

    Well, there still aren’t explicit WIP limits. However at this moment there are implicit WIP limits and information about them can be pretty easily extracted. Considering that I use territory-driven approach to index cards WIP limit is show by vertical axis of the board. Each team has a limit of one full-sized sticky note (representing whole team) per month which can be split in any way.

    In other words we won’t start another project unless there’s some white space that this project would fit into as white space represents our spare capabilities. Actually, it may be a bit of simplification as on rare occasions there are project we just start, no matter what. But even then we either can make such project fit the white space in a reasonable way or we need to make some more white space for it.

    Even though such WIP limits aren’t explicit, after some time of working with the board I can tell you they do the job. They do, not only in pulling new projects into development but also, and more importantly, in long-term planning as we have visibility a year ahead and can confront our capabilities with planned sales etc.

    With this board, for the first time from the beginning of my journey with project portfolio Kanban I felt satisfied.

    See how we come up to this point – read the whole story.

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