"Process" isn't the problem, so much as the degree to which process
consumes so much of our time and energy. I fear that we tend to think
that the right process will somehow prove a panacea -- or we become so
focused on process that tend to neglect other aspects, well, of the
activity of software development.

--- "A. Forrey" <[EMAIL PROTECTED]> wrote:

> My take on this is that The "Process" is a guide not a catechism and
> the 
> pre-defined set of steps, documents and stages is a reminder of what
> may 
> need to be considered and developed to facilitate the "Work". In the 
> M/VistA environment this may be different than that in other work 
> settings. The point has to be that these aspects support effective
> work.
> 
> 
> On Wed, 5 Oct 2005, Larry Andreassen wrote:
> 
> > Comparing small and large team projects I've been involved with...
> > Small teams... "Do the work..."
> > Large teams... "Do the process..."
> > By process I mean a pre-defined set of steps, documents and stages.
> And,
> > often these stages do not fit naturally with the work.
> > On 10/5/05, Kevin Toppenberg <[EMAIL PROTECTED]> wrote:
> >>
> >> From an outsider, it seems that more manpower WOULD be better,
> within
> >> reason.
> >>
> >> It seems to me that creating software should be somewhat similar
> to
> >> any other engineering project. My hospital has been adding a new
> >> wing for the last year or so, and it certainly wouldn't have gone
> up
> >> faster if there had been LESS people working on it. There has to
> be
> >> some optimal number of people to work on each aspect of
> element/stage
> >> the project, and then there is the interdependence of stages
> (can't
> >> start step 5 until step 4 is done etc.)
> >>
> >> I am also interested in following the computer gaming industry
> (which
> >> by the way earns more each year than the movie industry, for the
> last
> >> two years). Consider a typical 3D game. It requires the following
> >> basic elements:
> >> - base art creation
> >> - 3-D model creators
> >> - 3-D model animators
> >> - game shell to run levels
> >> - game level creators
> >> - music composition
> >> - sound effects
> >> - overall story creator
> >> - management team
> >> - database functionality (if MMOG)
> >>
> >> It seems to me that within each aspect of the project, you are
> going
> >> to have more productivity with more manpower--albeit with
> deminishing
> >> returns at some point. e.g. 6 modelers will get the game's
> resources
> >> created faster than 2 would, but 20 modelers might not be able to
> work
> >> at 100% effeciency. So I can imagine creating a graph with
> X=number
> >> of workers and Y being the total productivity. The curve would
> start
> >> out with a straight 1:1 increase, but then flatten out at extra
> >> workers help less and less.
> >>
> >> So the issue would be as to how much the project can be divided
> into
> >> truly unique aspects. There was a comment before that division of
> the
> >> project causes the individual parts to loose site of the whole,
> and to
> >> get demoralized etc. Perhaps that would be because the parts were
> not
> >> as unique as in my example above. In my example, I can't image
> that
> >> one person could be the musician for a game, and also a database
> >> programmer. But if you had two teams both working on databse
> issues,
> >> there could be problems.
> >>
> >> Anyway, enough writing about something that is completely outside
> my
> >> area of expertice! I have woken up way to early this morning (4:00
> >> am), and I think I'm rambling a bit.... :-)
> >>
> >> Kevin
> >>
> >>
> >> On 10/4/05, Gregory Woodhouse <[EMAIL PROTECTED]>
> wrote:
> >>> Fred Brooks was a hopeless optimist.
> >>>
> >>>
> >>> ===
> >>> Gregory Woodhouse
> >>> [EMAIL PROTECTED]
> >>>
> >>> "One must shy away from questionable undertakings, even when they
> have a
> >>> high sounding name."
> >>> --Albert Einstein
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> On Oct 4, 2005, at 5:29 PM, Ben Mehling wrote:
> >>> On 10/4/05, Nancy Anthracite <[EMAIL PROTECTED] > wrote:
> >>>> I have been trying to recall, but I think it is something like
> >> doubling
> >>> the
> >>>> number of programmers quadruples the time it takes to complete
> the
> >>>> project ...or something like that.
> >>>>
> >>>
> >>>> On Oct 3, 2005, at 10:51 PM, Nancy Anthracite wrote:
> >>>>> I have I heard this before as an aphorism with a lot fewer word
> but
> >>>>> exactly
> >>>>> the same meaning. As I recall, I heard Rick Marshall pass it on
> >>>>> as a quote
> >>>>> from someone else about what happens when you add more
> programmers
> >>>>> to a
> >>>>> project.
> >>>
> >>> I'm going to guess you're thinking of the 'classic' book Mythical
> >>> Man-Month?
> >>>
> >>> http://en.wikipedia.org/wiki/The_Mythical_Man-Month
> >>>
> >>> - Ben
> >>>
> >>>
> >>
> >>
> >> -------------------------------------------------------
> >> This SF.Net email is sponsored by:
> >> Power Architecture Resource Center: Free content, downloads,
> discussions,
> >> and more. http://solutions.newsforge.com/ibmarch.tmpl
> >> _______________________________________________
> >> Hardhats-members mailing list
> >> [email protected]
> >> https://lists.sourceforge.net/lists/listinfo/hardhats-members
> >>
> >
> 
> 
> -------------------------------------------------------
> This SF.Net email is sponsored by:
> Power Architecture Resource Center: Free content, downloads,
> discussions,
> and more. http://solutions.newsforge.com/ibmarch.tmpl
> _______________________________________________
> Hardhats-members mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/hardhats-members
> 



===
Gregory Woodhouse  <[EMAIL PROTECTED]>



"Without the requirement of mathematical aesthetics a great many discoveries 
would not have been made."

-- Albert Einstein











-------------------------------------------------------
This SF.Net email is sponsored by:
Power Architecture Resource Center: Free content, downloads, discussions,
and more. http://solutions.newsforge.com/ibmarch.tmpl
_______________________________________________
Hardhats-members mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/hardhats-members

Reply via email to