Planning Redux

part of Software Engineering for Internet Applications by Eve Andersson, Philip Greenspun, and Andrew Grumet
A lot has changed since the the "Planning" chapter. You have a better understanding of the challenge, which may have sparked new service ideas in your mind. Your clients have had a chance to see a prototype of the ultimate service, which may have sparked new ideas in their minds. Your clients should have an increased respect for your abilities and therefore an increased willingness to devote thought and attention to this project. Consider that most computer programmers suffer from profound deficits in the following areas: To the extent that you've demonstrated that you're a cut above software developers with whom your clients have worked in the past, you'll find that their confidence in you has increased since the beginning of the class.

Why You Are Talking to the Client

Recall how much you learned in conducting the usability test in the "Discussion" chapter. Computer science textbooks and RDBMS manuals can teach you how to handle concurrency, but only observations of and interactions with users can teach you how to build a better user experience. Your client holds the keys to the kingdom: (1) content to attract people; (2) authority to launch the service; (3) editorial power over existing Web sites that can link to the new service; (4) email addresses and phone numbers of people who would be likely to find the new service useful.

If you can launch your online learning community before the end of the course you'll have an opportunity to learn from the first users and, by making minor changes, end up with a vastly improved application by the last day of the class.

Clean Up the Code

Before beginning the planning process for the rest of the course, it is worth going through what you've done already in order to (a) clean it up a bit, and (b) familiarize yourself with things that will need significant rewrites. Work through every page script, data model file, and documentation page and ask yourselves the following questions: Fix the small discrepancies and record the large ones for inclusion in your rest-of-course implementation plan (see below).

Clean up the User Experience

With multiple programmers working on a system, it is easy for small inconsistencies to creep into the designs of various pages. Come up with a set of representative tasks that are important for users to accomplish within your application and document these tasks at /doc/testing/representative-tasks. Work through the tasks as a team to see if indeed there are small things that should be cleaned up in terms of what the user sees.

At the same time look for larger problems. Ask yourself how consistent task accomplishment within the application you've built is with the page design and flow at popular public Internet applications, such as Amazon, eBay, and Google. Remember that it is unique content that should distinguish one Web site from another, not unique interface.

Are you bubbling information up to the highest possible level? For example, on a page that shows categories of things from a database table does your application display a count next to each category of how many items are within that category? Or must the user click down one more level to find out how many items are in a category (then back up and click down to another, then back up and click down to another, ...)?

Are you letting the information be the interface? For example, in the preceding example of the list of categories, does the user navigate down by clicking on the name of the category ("the information") or must she click on a "click here for more info" text string or icon?

How much of the screen space is taken up by site bureaucracy versus how much is available for displaying information? Site bureaucracy includes such things as identifying logos, navigation links and icons, mini search forms, and copyright and policy notes. Could some of that bureaucracy be eliminated, or at the very least be pushed to the bottom of the page?

Exercise 1: Usability Test Lite

Between the discussion forum user test and the clean-up items in this chapter, you've cleaned up the obvious problems with your user interface. This is a good time to do another usability test, this time a bit less structured than the last one.

Find someone who has never seen your project before and ask them to work through the tasks in /doc/testing/representative-tasks with your entire team observing. Write down a brief report of how it went at /doc/testing/planning-redux-usability.

Exercise 2: Feature Grid

By telephone or in a face-to-face meeting, work with your client to determine what work must be done before your online learning community can be launched. The launch can be private (limited to invitees), soft (public, but not advertised), or public. The important thing is that the application is treated as complete and presented to at least a few dozen users.

Be careful of the layperson's tendency to try to pack in as many features as he or she can conceive. When a site is young, it should be simple and have few collaboration areas. If there are 30 separate discussion forums and comment areas, how are the first 15 users going to find each other? Remind your client that www.slashdot.org, "news for nerds", has operated since 1997 as a single uncategorized forum and in 2005 was serving approximately 250 million pages per month to 10 million readers.

Does a competitive site have lots of bells and whistles? That's not a reason to delay launch until an equivalently complex user interface has been built. Are users of the competitive site actually using all of those features? Or are most of them congregating in a couple of places?

People new to the world of online communities tend to see Launch Day as the most important day in the life of an Internet application. In fact, far more users will come to a site in its 36th month of existence compared to its first month. The only risk is launching something so terrible that a test user will be alienated and never return. In a world of 6 billion people, this might not seem like a serious problem, but if the potential users are, for example, corporate employees invited to try a new intranet, it may be essential to make a good first impression. Here are some minimum requirements for making a good first impression:

If a client proposes a feature that is unnecessary for meeting these requirements, ask the question "Why does this keep us from launching?" Every day the service isn't launched is a day that you're not learning from users. Every day the service isn't launched is a day that the client's organization isn't learning how to operate the service.

In collaboration with your client, develop a feature grid dividing the desired features into the following categories:

  1. Minimum Launchable Feature Set, i.e., things that are required for the launch
  2. Version 1.0 (try to finish by the end of this course)
  3. Version 2.0 (write down so that a planned follow-on implementation can be accomplished)
Most admin pages can be excluded from the Minimum Launchable Feature Set. Until there are users, there won't be any user activity and therefore little need for statistics or moderation and organization of content. Things that are valuable to the users and client and reasonably easy to implement should be in Version 1.0. Anything that requires serious programming effort or that cannot be completely specified right now should be pushed out to Version 2.0.

Place your feature grid at /doc/planning/YYYYMMDD-feature-grid.

Exercise 3: Implementation Plan

Now that you've figured out what you're going to do, it is time to write down how you're going to do it. Write an implementation plan that covers all activity by team members and the client through the last day of this course. The implementation plan should include dates for code freezes, acceptance testing, launch, and any relaunches. The implementation plan should be explicit and specific about which team member is going to do what and, more important, what the client's responsibilities are. "Joe Client will deliver additional site content by early May" is too vague. Better: "Joe Client will deliver copy for the /about-us, /privacy, /copyright, and /contact pages by May 2."

Keep in mind that your goal is to launch the service as soon as possible so that everyone can learn from interaction with real live users.

How can you estimate the number of hours that will be required to execute the tasks in the plan? After all, you've never done the things in the implementation plan before or they wouldn't be in the "to-be-implemented plan". The best tool for estimating a new project is a record of how long it took to do a bunch of old projects. To what is the new project most similar? Suppose that it took you three days to build a discussion forum system, for example, and you're asked to build a classified ad system. Both systems need a comparable number of database tables. Both systems accept content from users and require some sort of administrator approval. If built on the same server that is currently running the discussion forum, the classified ad system doesn't require any new software, subsystems, or other tools that you haven't already installed and used. Thus it would probably be safe to estimate the classified ad system as a three-day project.

Place your completed plan at /doc/planning/YYYYMMDD-implementation and email your client(s) and instructors notifying them that the plan is ready for final review.

Is this Necessary?

Suppose that your team is only two people and your client is one team member's mother, owner of a local SCUBA diving shop. Is it necessary to engage in such a formal process? Wouldn't it be possible to obtain a successful result by sitting down in one room and hacking out code, periodically calling Mom over to look at what's been done?

Absolutely.

Why the emphasis on process then when the teams are so small? It is a good habit for every software developer to get into, especially as modern software projects tend to stretch across corporate and international borders.

Consider a software project from a Jane Decision-Maker's perspective. Jane doesn't know enough to distinguish between good code and bad code. Nor can she look at a mostly-finished project and figure out how much more coding is required to make it work. Jane Decision-Maker is not going to be comforted by a team of programmers with a track record of pulling everything together with a last-minute miracle. How does she know that the miracle will happen again on her project?

What Jane will be comforted by is process and programmers who appear to operate in a manner that is predictable to them and their client. The more detailed the plain-language plans, the more comforted Jane will be, especially if the work has been contracted out to a separate corporation.

In summary, larger teams require more process, longer projects require more process, and work that is spread across enterprises and/or international borders requires more process. Your project for this class is being done by a small team on a condensed schedule and, ideally, within the same city as the client. What benefit is there to you from using a process that isn't absolutely necessary?

One benefit from using a more thorough process is that you'll tend to impress people a lot more in presentations of your work. People who conduct programmer job interviews have seen plenty of code monkeys, but they won't have seen too many who show up with printouts of their clear plans and schedules and then can talk about how they met those plans and schedules.

A deeper benefit is that you'll get good at the process and it will become less of an effort on succeeding projects.

The deepest benefit is that working with a written plan will become an unconscious habit. Pilots are trained to follow checklists and procedures extremely carefully and consistently. The plane won't fall out of the sky if things aren't done in the same order or same way on every flight, and a lot of the stuff doesn't matter if you're flying on a sunny day in a well-maintained airplane. Unless the checklists and procedures have become a habit, however, the pilot who encounters bad weather or mechanical problems has a good chance of dying. People tell themselves "I'm being sloppy today because this is an unchallenging flight, but I'll be careful when I need to be," but in fact the skills of carefulness aren't very useful unless they are habitual.

Exercise 4 (For the Instructor)

Call up each student team's clients and ask how strongly they agree with the following statements:
  1. I consider the work that my student team has done to be comparable in quality to the services that I visit every day on the public Internet.
  2. The service that my student team has built is a complete solution to the challenges we outlined at the beginning of the semester.
  3. The service that my student team has built is well organized and easy to use.
  4. I am impressed with the information and utility available to me on the administration pages.
  5. I understand what work has been done, what is going to be done by the end of the course, and what is left for a Version 2.0.
  6. My student team has made it easy for me to check on their progress myself.
  7. My student team has kept me well informed of their progress.
  8. My student team has involved me appropriately in design and feature decisions.
  9. I was impressed by the thoroughness of the user testing done by my student team.
  10. I am impressed by the clarity and thoroughness of the documentation.
  11. I think it would be easy for a new programmer to take this project over in the event that my student team disappeared.
  12. I am impressed by the mobile phone interface to my service.
  13. I am impressed by the VoiceXML interface to my service.
  14. My student team is the best group of engineers that I have ever worked with.
  15. My student team consists of people that I would very much like to work with again.
Score this exercise by adding scores from each question: 0 for "disagree" or wishy-washy agreement (clients won't want to say bad things about young volunteers), 1 for "agree", 2 for "strongly agree".

Time and Motion

The whole team working together ought to be able to do the code and user experience clean-ups in one working day or 6 to 8 hours. The usability test should require no more than one hour. For a team that has kept its planning documents, schedule, and client meetings up-to-date, the feature grid and implementation plan should take less than one hour because this information is already written down and on their server. For a team that has let planning and documentation slip, it could be five hours to restore currency.
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