complete the article
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src/modules/article/FlowConclusion.vue
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src/modules/article/FlowConclusion.vue
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<template>
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<div class="flow-conclusion">
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<p>
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When money and pressure are in the game, fear, uncertainty, and doubt
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spread out rapidly. So we rush, as fast as we can, and when a team has
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nothing to do, it becomes a disaster: money are being burned.
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</p>
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<p>
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Teams will overproduce. They will do every pieces they can as they are
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autonomous: product team will pitch their features, designers will design
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every pages, developers will rush to code forgetting why the customer
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needs this precise feature. They will then struggle to get these pieces to
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the very end when they will transfer them to the others teams.
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Multitasking will drastically drop the productivity. So the fear of having
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nothing to give to the next team pushes us to produce just in case. Bugs
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lead to more bugs that lead to more bugs.
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</p>
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<p>
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But the best way to succeed is to ask: "Is this what you need? How can I
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help you?". Just like in Ekiden, handovers are where the real struggles
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happen but we're on the same race, together.
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</p>
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</div>
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</template>
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@@ -2,7 +2,7 @@
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<template>
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<div class="flow-hypothesis">
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<p>Hypothesis:</p>
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<p>Here our hypothesis:</p>
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<ol>
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<li>it takes the same amount of time for each team to complete a task</li>
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<li>
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@@ -1,18 +1,12 @@
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<template>
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<div class="flow-intro">
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<p>
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This article is here to plan ahead ourselves to what can be misconceptions
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on how to be effective. Teams will overproduce. They will do everything
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piece they can as they are autonomous. They will then struggle to get
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these pieces to the very end when they will transfer them to the others
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teams. Multitasking will drastically drop the productivity. So the fear of
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having nothing to give to the next team pushes us to produce just in case.
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Bugs lead to more bugs that lead to more bugs.
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</p>
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<p>
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When money and pressure are in the game, fear, uncertainty, and doubt
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spread out rapidly. So we rush, as fast as we can, and if a team has
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nothing to do, it becomes a disaster.
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How good are we to succeed a project? Delivering the features at the good
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quality and at the right time. We're pretty bad at it and there is a lot
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of misconceptions on how to manage people to do what need to be done. I
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wanted to create a simulation to plan ahead and see what are the
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consequences of different strategy patterns and which is the most
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effective.
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</p>
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</div>
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</template>
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17
src/modules/article/FlowMultipleSimulation.vue
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src/modules/article/FlowMultipleSimulation.vue
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<template>
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<div class="flow-conclusion">
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<p>Teams tend to underestimate how long a project will be.</p>
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<p>
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If we're not in a good pace, we just have to try harder. Only once. "Just
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in time" becomes "Just this time". So teams overproduce. Creating stock
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and latent defects the teams need to rework. The worse the project do, the
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more silot we become and we tend to argue with a "I've done my job, if the
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project fails it's not my fault.". The fact is that it's nobody's fault,
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it's a system.
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</p>
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<p>
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Short term objectives become the norm. It is never the right time to do
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problem solving. To think on how we think.
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</p>
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</div>
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</template>
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10
src/modules/article/FlowSingleSimulation.vue
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src/modules/article/FlowSingleSimulation.vue
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<template>
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<div class="flow-conclusion">
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<p>Pull systems win by a lot! Why is that?</p>
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<p>
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But it was only one simulation, maybe it can be different. To be sure,
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let's generate 200 projects delivering 200 features each! And see what
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happens...
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</p>
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</div>
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</template>
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