March 19, 2015
Requirements 2.0 - Make It RealThis is the second post in a series to float radical ideas for changing the way we handle requirements in software development. The previous post was Ban Feature Requests
In my previous post, I put forward the idea that we should ban customers from making feature requests so that we don't run the risk of choosing a solution too early. For example, in a user story, we'd get rid of most of the text, just leaving the "So that..." clause to describe why the user wants the software changed.
Another area where there's great risk of pinning our colours to a specific solution is in the collaboration between a customer and a UI/UX designer. The issue here is that things like wireframes and UI mock-ups tend to be the first concrete discussion points we put in front of customers. Up to this point, it's all very handwavy and vague. But seeing a web page with a text box and a list and some buttons on it can make it real enough to have a more meaningful discussion about the problem we're trying to solve.
This would be fine if we didn't get so attached to those designs. But, let's face it, we do. We get very attached to them, and then the goal of development transforms into "what must we do in order to realise that design?", when in reality, we're still exploring the problem space.
So, we need some way to make our ideas concrete, so we can have meaningful discussions about the problem, without presenting the customer with a design for a solution.
Here's what I do, when the team and the customer are willing to play ball:
I make it real by... well... making it real. I call this Tactile Modeling. (No doubt by tomorrow afternoon, some go-getting young hipster will have renamed it "Illustrating Requirements Using Things You Can See and Hold In Your Hand-driven Development". But for now, it's Tactile Modeling.)
Now, I'm old enough to remember when we were all so young and stupid we really thought that visual models in notations like UML would serve this purpose. Yeah, I know. It's like watching old movies of women smoking next to their babies. Boy, were we dumb!
But the idea of being able to concretely explore examples and business scenarios in a practical way can carry real power to break down the communication barriers; far more effectively than our current go-to techniques like agreeing acceptance tests in some airless meeting room with a customer who is pulling domain facts out of thin air half the time.
So, if we're talking about a system for managing a video library, let's create a video library and explore real-world systems for managing it. Let's get some videos. Let's get some shelves to put them. Let's get some boxes and folders and sticky-tape and elastic bands and build a video library management system out of real actual atoms and stuff, and explore how it works in different scenarios.
And instead of drawing boxes and arrows and wireframes and wizardry up on the whiteboard or in a modelling tool (like PowerPoint, for example), let's whip out our camera phones and take snaps at key steps and take videos to show how a process works and stick them in the Wiki for everyone to see.
And let's not sit in meeting rooms going "blah blah blah must be scalable etc etc", let's have our discussions inside this environment we've created, so we're surrounded by the problem domain, and at any point requiring clarification, the clarifier can jump up and show us what they mean, so that we can all see it (using our eyes).
As our understanding evolves, and we start to create software to be used in some of these scenarios to help the end users in their work, we can deploy that software into this fake video library and gradually swap out the belt-and-braces information systems with slick software, all the while testing to see that we're achieving our goals.
Now, I know what some of you are thinking: "but our problem domain is all abstract concepts like 'currency', 'option' and 'ennui'. " Well, here's the good news. Movies are an abstract concept. Sure, they come in boxes sometimes, or on cassettes. But that's just the physical representation - the medium - through which that concept is expressed. It's the same movie whether we download it as a file, buy it on a disc or get someone to paint it as a mural. That's what separates us from the beasts of the jungle. Well, that and the electrified fence around our compound. But mostly, it's our ability to express abstract concepts like money, employment contract and stock portfolio that we've built our entire civilisation on. Money can be represented by little pieces of paper with numbers written on them. (A radical idea, I know, but worth a try sometime.) And so on.
There is always a way to make it practical: something we can pick up and look at and manipulate and move to model the information in the system, be it information about hospital patients, or about chemicals components in self-replicating molecules, or about single adults who are looking for love.
Of course, there's more to it than that. But you get the gist, I'm sure. And we'll look at some of that in th next post, no doubt. In particular, the idea of a model office: a simulated testing and learning environment into which we should be deploying our software to see how it fairs in something approaching the real world.
Wanna have a meaningful conversation about requirements? Then make it real.
Posted 3 years, 1 month ago on March 19, 2015