I don't get to watch much TV, but when I do, I enjoy the show West Coast Customs. I love watching craftsman of any kind bring their considerable skill and creativity to a new project that has its own unique requirements and constraints. There is so much to learn about project management from this show. Monday, April 19, 2010
Lessons from West Coast Customs (Part One)
I don't get to watch much TV, but when I do, I enjoy the show West Coast Customs. I love watching craftsman of any kind bring their considerable skill and creativity to a new project that has its own unique requirements and constraints. There is so much to learn about project management from this show. Wednesday, March 31, 2010
Books mentioned at UTC CTO P2P Forum

I mentioned two books at the recent UTC CTO P2P Forum--both from the company 37signals:
Monday, March 22, 2010
Agile and Critical Chain Similarities
- Waiting to start some projects actually helps them get done faster; and
- Reducing the WIP increases overall project throughput
Sunday, March 21, 2010
#UTCAgile Presentation
Second, my thanks to Chris Marsh for being such a pro about collaborating and presenting.
I think we posted eight or nine topics we could speak on when we started. I have not seen the final list, but by the time everyone posted their own topic areas I'd guess we'd have about 20 or so. And I think we only covered two or possibly three areas in the time we had. If you'd like to do another session to cover additional topics please contact the UTC and let them know. In the mean time, I thought I'd post the slides I used to cover the first topic:
You'll recall this topic related to what to do when multiple stakeholders (e.g., divisions within an organization) need to use the same IT resources.
I sincerely hope Chris and I are invited back. But if not, I intend to cover some or all of the topics you posted that we didn't cover here. More to come...
Saturday, May 02, 2009
Agile Project Management and Golf
In an agile approach, you bite off a piece of work for a given amount of time (a sprint), design it, build it, test it, make sure the user interface is complete, and that all the code is in a production environment. In other words, you deliver something that provides immediate business value. On the software development project referenced above, the vendor would come back with most of the code working, most of the user interface done, some system testing accomplished, and the code would still be in a development environment. They would take the approach that they had some "tweaks" to wrap some things up but "we get the idea...".
I tried to relate this to playing golf. Suppose you're on a 450 yard hole. The approach above would be analogous to hitting a 250 yard drive, then maybe a 185 yard shot from the fairway to put you within striking distance of the green, and then picking up your ball and walking to the next hole saying you got close enough. Looking at it from the distance perspective, 435 yards is obviously 97 percent of the way there. But depending upon how well you execute, those last 15 yards could take a chip onto the green and into the hole (if you are really good or really lucky), or multiple chips and multiple putts. From the number of strokes perspective, being 15 yards out could mean you're two-thirds of the way there at best or maybe even only one third of the way there if it takes you two more chips and two more putts.
The point is, you've got to do the detail work to get the ball into the hole before you move to the next hole. We don't play all the big driver and fairway woods shots for the whole course and then go back and do all of our short game work. I think project management works best when you play it the same way.
Friday, February 13, 2009
24 is Agile
Keifer Sutherland speaking in the same short film:In that 12 hours I gotta figure out how I'm gonna achieve everything I need to achieve in blocks of two hours and three hours. We do what's called a timeline, and we give ourselves a certain amount of hours to work on every scene. And we need to try to get to those hours to make our day--to stay within our 12 hours of shooting time.
Then as the day goes on you're constantly changing--things aren't working out, you look for a shorter way. A sort of more economic way to shoot a scene.
When you actually put something on its feet, logic issues will come with the physicality of the scene that might not come up when you're simply reading it. Stuff hopefully is continually changing until the very last moment until we shoot it, and I think your ability to adapt in those specific situations and certainly adapt at speed in many cases is the difference between your ability to do something well and not.
Thursday, February 28, 2008
Deadwood is Dead-on Agile (Part Two)
There's no way to know what's going on unless you're in there, because everything here changes 600 times a day. We change the actors that we need on an hourly basis, we change the scenes that we're doing, who is in the scenes, and if you're not in there with him you don't know. You're just helplessly behind.
One principle of Agile is "co-location"--meaning rather than the business sponsor staying in one office building and the developers staying in theirs and possibly the testing team and/or DBA's are in another set of cubicles on another floor, everyone moves her/his desk to a common "war room" or conference room or at least adjoining desks. It's not for everybody. But traditional barriers between silos (e.g., marketing vs. IT) come down, a team begins to form with a common purpose, symbiosis occurrs as you overhear challenges another member of the team is encountering, etc. It's very similar to the quote above--if you're not in the room, it's very difficult to grasp the complexities, the iterations, the need for changes, etc.
Thursday, January 31, 2008
Deadwood is Dead-on Agile (Part One)
We often start filming and don't have a script.
The story doesn't get written in advance...past what you show the network executives. They say okay and then you start filming. It grows as one thing happens as a result of another. In fact, an episode may start with one single scene. How that scene plays out then suggests what's going to happen to the writers.
Agile projects often start with "one scene" or a bite-sized deliverable to be produced in a short period of time: a week or a month. Then the team comes back to the table with a demo of a workable, tested, piece of business value. The landscape could have changed for the business sponsor in that time (and often has). Priorities could have shifted. Budgets could have been adjusted. An emergency could have emerged. A key person could have left. So the business stands back, takes into account the current topology and constraints, and decides what's the most important thing to work on right now for the next increment of time--the next "scene." Maybe that means stopping on this project and moving to another. Perhaps 80 percent of the potential business value is met within the first two increments and the opportunity costs associated with pushing for that last 20 percent just don't add up.
I'm working with a potential client right now that has as its top two priorities items that were not even on its radar three months ago. I venture to say that is not uncommon. Some say how can an Agile approach possibly work? Others say how could it work any other way?
Wednesday, August 22, 2007
Lessons in Agile Project Management from Big Wave Surfing
I just finished watching a great surf film called Riding Giants by Director Stacy Peralta. I had to stop the film a few times and transcribe some of the quotes because I thought they captured a few principles of Agile project management beautifully:Big Wave Surfing Legend Micky Munoz on the first rides of Waimea:
Everything is moving. Everything is in flux. Nothing is constant. It's so dynamic that you can't pre-plan it.
Director Stacy Peralta on using a film printer to print hundreds of photos of archival film footage:
We wallpaper our offices with all these photographs. When I'm putting together a sequence I can go all over the office and say, "I need that photograph, I need this photograph, I need that photograph" and also by coming into the office and looking around these walls your constantly getting input from these photographs and it starts to get into your subconscious head. You know you kind of start to drink this stuff and it's really helpful in the making of the film.Editor on using drawings to depict events for which there was no footage:
When you have a great story that you want to tell, but you don't have the coverage for it, was a lot of the things that we came across--especially with Macaha in 1969--and so, we use drawings; that's when we went to story boards.
Director on same topic:
One of the shots that we wanted to get in the film is we wanted to figure out--we wanted to see what it looks like--wiping out at Mavericks. Of cource we couldn't afford to get a camera down there, and even if we did get a camera down there we'd probably need a lot of light because the water's so murky and then I don't even know if we'd get the shot so we just thought, "Why don't we draw pictures? Have somebody draw pictures of what it might look like down there. Shoot the pictures on a motion mat camera, and cut it together. Just pure experimentation. Let's see if it works. If it works we'll use it, if it doesn't we'll throw it out. "
So I had an artist draw pictures like this. And he sketched them out at first, and these are all different pictures of what it might look like of a guy wiping out at Mavericks, and that led to more ideas of more drawings of, you know, sketches of guys holding onto leashes and
things like that. There was a process of experimentation--let's see what we can do--if it works, great, if it doesn't work it didn't cost us that much money to experiment.
Wednesday, July 25, 2007
Agile and Spaghetti Sauce

I recently discovered TED. I have no idea how it's not hit my radar until now, but I can't listen to and watch the talks fast enough. I was watching Malcolm Gladwell talk about a personal hero of his, Howard Moskowitz, and the role he had in discovering the value of providing calculated varieties of a product versus trying to find the one, "perfect" product that will meet the needs of the majority of the market. With Seth Godin's work and The Long Tail we tend to take this idea for granted today, but Malcolm does a wonderful job of taking us back in time to a point where this paradigm was uncommon and even revolutionary.
One of the many anecdotes that impressed me was when Mr. Moskowitz concocted nearly endless varieties of spaghetti sauce using variations on sauce thickness, amounts of various spices, introducing bits of vegetable chunks, etc. and then fed 10 bowls of various varieties to a number of subjects. When he worked through the data of people's preferences he found they fell into three groups: plain, spicy, and chunky. He concluded this latter category represented the preferences of about a third of the population--and there was no sauce on the shelves with chunks of juicy vegetables at that time. Prego went on to release such a product and make a fortune, but the lesson I want to focus on is one observation Malcolm makes in his narrative: no one had mentioned they would like a chunky spaghetti sauce in any prior focus groups. The lesson Malcolm draws from this is that people don't really know what they want until you give it to them.
This conclusion is reinforced in protracted software development projects that follow a rigid waterfall approach. The requirements analyst asks the business users what they want and their answers are often within an implicit and many times unconscious context or menu of what they've already got in an existing system or think would be possible based upon a limited understanding of possible system features. In other words, they say they want a good tasting sauce.
In Agile or more iterative, prototype-rich methodologies, the user would be presented with rough drawings of user interfaces, story boards, and HTML and/or PowerPoint mock-ups, over and over again throughout the very initial stages of the process. In other words, the developers spend a fair amount of time up front cooking up a ton of varieties and keeping the business users taste-testing. Now the possibilities are open and we're getting several quick cycles of real-time, visceral feedback. Now we can get from the 40-50% approval ratings Malcolm mentioned are the usual result of a homogenized solution to the 75%+ delight ratings of people who get what they didn't know they really wanted.
Tom Peters mentions how Ritz Carlton aims to "fulfill the unexpressed wishes of its guests" in a few of his books. The Japanese have a common practice of insisting on finding seven viable solutions to a problem or challenge before they select their approach.
It is incumbent upon those of us in the IT solutions field to translate what is really a collection of abstract ideas in the beginning of a project into tangible value and options in the minds and senses of end users as quickly as we can.