January 21, 2015
My Solution To The Dev Skills Crisis: Much Smaller TeamsPutting my Iconoclast hat on temporarily, I just wanted to share a thought that I've harboured almost my entire career: why aren't very small teams (1-2 developers) the default model in our industry?
I think back to products I've used that were written and maintained by a single person, like the guy who writes the guitar amp and cabinet simulator Recabinet, or my brother, who wrote a 100,000 line XBox game by himself in a year, as well as doing all the sound, music and graphic design for it.
I've seen teams of 4-6 developers achieve less with more time, and teams of 10-20 and more achieve a lot less in the same timeframe.
We can even measure it somewhat objectively: my Team Dojo, for example, when run as a one day exercise seems to be do-able for an individual but almost impossible for a team. I can do it in about 4 hours alone, but I've watched teams of very technically strong developers fail to get even half-way in 6 hours.
People may well counter: "Ah, but what about very large software products, with millions of lines of code?" But when we look closer, large software products tend to be interconnected networks of smaller software products presenting a unified user interface.
The trick to a team completing the Team Dojo, for example, is to break the problem down at the start and do a high-level design where interfaces and contracts between key functional components are agreed and then people go off and get their bit to fulfil its contracts.
hence, we don't need to know how the spellcheck in our word processor works, we just need to know what the inputs and expected outputs will be. We could sketch it out on paper (e.g., with CRC cards), or we could sketch it out in code with high-level interfaces, using mock objects to defer the implementation design.
There'll still be much need for collaboration, though. It's especially important to integrate your code frequently in these situations, because there's many a slip 'twixt cup and microservice.
As with multithreading (see previous blog post), we can aim to limit the "touch points" in component-based/service-oriented/microservice architectures so that - as much as possible - each component is self-contained, presents a simple interface and can be treated as a black box by everyone who isn't working on its implementation.
Here's the thing, though: what we tend to find with teams who are trying to be all hifalutin and service-oriented and enterprisey-wisey is that, in reality, what they're working on is a small application that would probably be finished quicker and better by 1-2 developers (1 on her own, or 2 pair programming).
You only get an economy of scale with hiding details behind clean interfaces when the detail is sufficiently complex that it makes sense to have people working on it in parallel.
Do you remember from school biology class (or physics, if you covered this under thermodynamics) the lesson about why small mammals lose heat faster than large mammals?
It's all about the surface area-to-volume ratio: a teeny tiny mouse presents a large surface area proportional the volume of its little body, so more of its insides are close to the surface and therefore it loses heat through its skin faster than, say, an elephant who has a massive internal volume proportional to its surface area, and so most of its insides are away from the surface.
It may be stretching the metaphor to breaking point, but think of interfaces as the surface of a component, and the code behind the interfaces as the internal volume. When a component is teeny-tiny, like a wee mouse, the overhead in management, communication, testing and all that jazz in splitting off developers to try to work on it in parallel makes it counterproductive to do that. Not enough of the internals are hidden to justify it. And so much development effort is lost through that interface as "heat" (wasted energy).
Conversely, if designed right, a much larger component can still hide all the detail behind relatively simple interfaces. The "black box-iness" of such components is much higher, in so much as the overhead for the team in terms of communication and management isn't much larger than for the teeny-tiny component, but you get a lot more bang for your buck hidden behind the interfaces (e.g., a clever spelling and grammar checker vs. a component that formats dates).
And this, I think, is why trying to parallelise development on the majority of projects (average size of business code base is ~100,000 lines of code) is on a hiding to nowhere. Sure, if you're creating on OS, with a kernel, and a graphics subsystem, and a networking subsystem, etc etc, it makes sense to a point. But when we look at OS architectures, like Linux for example, we see networks of "black-boxy", weakly-interacting components hidden behind simple interfaces, each of which does rather a lot.
For probably 9 our of 10 projects I've come into contact with, it would in practice have been quicker and cheaper to put 1 or 2 strong developers on it.
And this is my solution to the software development skills crisis.
Posted 3 years, 3 months ago on January 21, 2015