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	<title>Comments on: When to give up</title>
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	<link>http://blog.criticalresults.com/2010/02/22/when-to-give-up/</link>
	<description>get software done faster, sharpen your team, gain balance and control... and make your project NOT SUCK</description>
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		<title>By: Josh Walsh</title>
		<link>http://blog.criticalresults.com/2010/02/22/when-to-give-up/#comment-210</link>
		<dc:creator><![CDATA[Josh Walsh]]></dc:creator>
		<pubDate>Tue, 23 Feb 2010 19:30:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.criticalresults.com/?p=207#comment-210</guid>
		<description><![CDATA[Mark - Kinda a subset, but not really.  Maybe I&#039;m being pedantic.

&lt;blockquote&gt;
Don’t waste resources on things that [... aren&#039;t] worth it even if they do work.
&lt;/blockquote&gt;

There are plenty of things that the market would accept that aren&#039;t worth creating.

I&#039;ve heard people say that &quot;People don&#039;t always know what they need till we give it to them.&quot;  Bullshit, and that&#039;s kinda my point here.  

If someone is thirsty, they tell you want water.  If someone tells you that they need a faster way to review new orders, they tell you.   The fact that you, the developer, know what the customer needs without them telling you is just ego.

So, to phrase better:

c) Don&#039;t waste resources on things that you think people will need.

I&#039;m amazed at how many developers are the source of their own scope-creep issues... but that&#039;s a whole &#039;nother discussion.]]></description>
		<content:encoded><![CDATA[<p>Mark &#8211; Kinda a subset, but not really.  Maybe I&#8217;m being pedantic.</p>
<blockquote><p>
Don’t waste resources on things that [... aren't] worth it even if they do work.
</p></blockquote>
<p>There are plenty of things that the market would accept that aren&#8217;t worth creating.</p>
<p>I&#8217;ve heard people say that &#8220;People don&#8217;t always know what they need till we give it to them.&#8221;  Bullshit, and that&#8217;s kinda my point here.  </p>
<p>If someone is thirsty, they tell you want water.  If someone tells you that they need a faster way to review new orders, they tell you.   The fact that you, the developer, know what the customer needs without them telling you is just ego.</p>
<p>So, to phrase better:</p>
<p>c) Don&#8217;t waste resources on things that you think people will need.</p>
<p>I&#8217;m amazed at how many developers are the source of their own scope-creep issues&#8230; but that&#8217;s a whole &#8216;nother discussion.</p>
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		<title>By: Mark W. Schumann</title>
		<link>http://blog.criticalresults.com/2010/02/22/when-to-give-up/#comment-209</link>
		<dc:creator><![CDATA[Mark W. Schumann]]></dc:creator>
		<pubDate>Tue, 23 Feb 2010 19:19:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.criticalresults.com/?p=207#comment-209</guid>
		<description><![CDATA[Hah! You know it, John.

I&#039;m working on an article now--actually more like a manifesto, as pretentious at that may sound--to explain why software development takes so long and costs so much, when it &lt;em&gt;really is&lt;/em&gt; just a matter of making instructions.

Shifting requirements are part of the problem, but if you could magically prevent the shifting we would still have trouble.

I think it has more to do with the fact that requirements are &lt;em&gt;necessarily analog in nature&lt;/em&gt; while implementations are &lt;em&gt;always digital&lt;/em&gt;. There is no English-to-C++ translator. English is really good at conveying nuances and connotations. It&#039;s really bad at conveying details in an unshakably specific manner.

For that you need &lt;a href=&quot;http://www.loglan.org&quot; rel=&quot;nofollow&quot;&gt;Loglan&lt;/a&gt;. Guess what? Speaking Loglan is as hard as programming. You can&#039;t win, at least not easily.

Oh, and Josh? I think your c) is a subset of my b).]]></description>
		<content:encoded><![CDATA[<p>Hah! You know it, John.</p>
<p>I&#8217;m working on an article now&#8211;actually more like a manifesto, as pretentious at that may sound&#8211;to explain why software development takes so long and costs so much, when it <em>really is</em> just a matter of making instructions.</p>
<p>Shifting requirements are part of the problem, but if you could magically prevent the shifting we would still have trouble.</p>
<p>I think it has more to do with the fact that requirements are <em>necessarily analog in nature</em> while implementations are <em>always digital</em>. There is no English-to-C++ translator. English is really good at conveying nuances and connotations. It&#8217;s really bad at conveying details in an unshakably specific manner.</p>
<p>For that you need <a href="http://www.loglan.org" rel="nofollow">Loglan</a>. Guess what? Speaking Loglan is as hard as programming. You can&#8217;t win, at least not easily.</p>
<p>Oh, and Josh? I think your c) is a subset of my b).</p>
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		<title>By: jfbauer</title>
		<link>http://blog.criticalresults.com/2010/02/22/when-to-give-up/#comment-208</link>
		<dc:creator><![CDATA[jfbauer]]></dc:creator>
		<pubDate>Tue, 23 Feb 2010 00:32:33 +0000</pubDate>
		<guid isPermaLink="false">http://blog.criticalresults.com/?p=207#comment-208</guid>
		<description><![CDATA[&quot;Be open to the possibility that the developer or development team you hired may not be solely at fault.&quot;

Absolutely key ... if the one giving the requirements is trying to cure cancer (which represents a production or solution that is hard+complex), it is going to take a strong developer or project manager to try and reign in the one asking for the new battery car that can go 500 miles on a charge and carry a deck worth of pressure treated wood from Home Depot.

I enjoy when time goes by and then the discussions surrounding &quot;how come we have spent this much time and I don&#039;t have a use-able product yet?  I clearly told you what it needs to do, why doesn&#039;t it do it?&quot; ... and by enjoy I mean loathe.

(Let me know if I can work in some additional mixed metaphors in my comments going forward)]]></description>
		<content:encoded><![CDATA[<p>&#8220;Be open to the possibility that the developer or development team you hired may not be solely at fault.&#8221;</p>
<p>Absolutely key &#8230; if the one giving the requirements is trying to cure cancer (which represents a production or solution that is hard+complex), it is going to take a strong developer or project manager to try and reign in the one asking for the new battery car that can go 500 miles on a charge and carry a deck worth of pressure treated wood from Home Depot.</p>
<p>I enjoy when time goes by and then the discussions surrounding &#8220;how come we have spent this much time and I don&#8217;t have a use-able product yet?  I clearly told you what it needs to do, why doesn&#8217;t it do it?&#8221; &#8230; and by enjoy I mean loathe.</p>
<p>(Let me know if I can work in some additional mixed metaphors in my comments going forward)</p>
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		<title>By: Josh Walsh</title>
		<link>http://blog.criticalresults.com/2010/02/22/when-to-give-up/#comment-206</link>
		<dc:creator><![CDATA[Josh Walsh]]></dc:creator>
		<pubDate>Mon, 22 Feb 2010 15:53:58 +0000</pubDate>
		<guid isPermaLink="false">http://blog.criticalresults.com/?p=207#comment-206</guid>
		<description><![CDATA[or c) Would work, but the market doesn&#039;t want it.]]></description>
		<content:encoded><![CDATA[<p>or c) Would work, but the market doesn&#8217;t want it.</p>
]]></content:encoded>
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	<item>
		<title>By: Mark W. Schumann</title>
		<link>http://blog.criticalresults.com/2010/02/22/when-to-give-up/#comment-205</link>
		<dc:creator><![CDATA[Mark W. Schumann]]></dc:creator>
		<pubDate>Mon, 22 Feb 2010 15:52:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.criticalresults.com/?p=207#comment-205</guid>
		<description><![CDATA[Direction, not affirmation. Value, not fulfillment. Same kind of thing.

You&#039;re right, Josh. The key is that if you&#039;re going to fail, get it out of the way as soon as you can--whether it&#039;s a project for a particular client, or a product for a wider market. Don&#039;t waste resources on things that either a) can&#039;t possibly work; or b) aren&#039;t worth it even if they do work.]]></description>
		<content:encoded><![CDATA[<p>Direction, not affirmation. Value, not fulfillment. Same kind of thing.</p>
<p>You&#8217;re right, Josh. The key is that if you&#8217;re going to fail, get it out of the way as soon as you can&#8211;whether it&#8217;s a project for a particular client, or a product for a wider market. Don&#8217;t waste resources on things that either a) can&#8217;t possibly work; or b) aren&#8217;t worth it even if they do work.</p>
]]></content:encoded>
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		<title>By: Josh Walsh</title>
		<link>http://blog.criticalresults.com/2010/02/22/when-to-give-up/#comment-204</link>
		<dc:creator><![CDATA[Josh Walsh]]></dc:creator>
		<pubDate>Mon, 22 Feb 2010 15:44:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.criticalresults.com/?p=207#comment-204</guid>
		<description><![CDATA[It&#039;s so critical to prove that your product is marketable through prototyping before spending huge amounts of cash on actually developing something.  Lock yourself in an office with a stack of paper for a weekend, prototype the whole deal in low-fidelity prototypes, and then bounce it off smart people to get real feedback.

Why?  To make the product real as quickly and cheaply as possible.  Even though it&#039;s just a stack of screen concepts, people get it.  They will give you feedback.  

That feedback tells you what to do.  That may mean canning the project, or just feedback towards continuing.

The goal here is to gain direction, not affirmation.  I&#039;ve never gotten feedback that says &quot;You&#039;ve got this perfect, just keep going as is.&quot;  If you do get that, just press for feedback anyway.

Another awesome post.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s so critical to prove that your product is marketable through prototyping before spending huge amounts of cash on actually developing something.  Lock yourself in an office with a stack of paper for a weekend, prototype the whole deal in low-fidelity prototypes, and then bounce it off smart people to get real feedback.</p>
<p>Why?  To make the product real as quickly and cheaply as possible.  Even though it&#8217;s just a stack of screen concepts, people get it.  They will give you feedback.  </p>
<p>That feedback tells you what to do.  That may mean canning the project, or just feedback towards continuing.</p>
<p>The goal here is to gain direction, not affirmation.  I&#8217;ve never gotten feedback that says &#8220;You&#8217;ve got this perfect, just keep going as is.&#8221;  If you do get that, just press for feedback anyway.</p>
<p>Another awesome post.</p>
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