article: redistribute conclusion insights
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@@ -250,8 +250,9 @@ const displaySimulationConclusion = computed(() => {
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Waiting for at least {{ SIMULATION_THRESHOLD }} simulations...
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</p>
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<p>
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Teams tend to underestimate how long a project will be. And how hard it
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will be to work with others.
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Teams tend to underestimate how long a project will be and how hard it
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will be to work with others. The bad news is this is what I've seen in a
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lot of software projects.
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</p>
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<!-- [dps]
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<p>
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@@ -266,28 +267,14 @@ const displaySimulationConclusion = computed(() => {
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with a "I've done my job, if the project fails it's not my fault.". The
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fact is that it's nobody's fault, it's a system.
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</p>
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<!-- [dps]
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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 work.
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</p>
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<p>
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Pull system must be a constrain not a choice with the idea to build
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around.
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</p>
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</p> -->
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</div>
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<SeparatorIcon />
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<div class="flow-conclusion text">
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<p>
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The fact that
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<a
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target="_blank"
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rel="noopener noreferrer"
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href="https://journals.aps.org/pre/abstract/10.1103/PhysRevE.96.052303#:~:text=The%20%E2%80%9Cfaster%2Dis%2Dslower,evacuation%20time%20can%20be%20achieved"
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>slower is faster</a
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>
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is counter-intuitive. The more we push the more we are slowing down the
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system.
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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 when a team has
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@@ -298,11 +285,22 @@ const displaySimulationConclusion = computed(() => {
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product team will prepare their features, designers will design every
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screens, developers will rush to code. Then, they struggle to get these
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pieces to the very end. So the fear of having nothing to give to the
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next team pushes us to produce just in case. Bugs lead to more bugs that
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lead to more bugs. The productivity drops.
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next team pushes us to produce just in case. Bugs lead to more bugs
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leading to more bugs. The productivity drops.
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</p>
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<p>
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So the <PullSystemIcon /> pull system is here to change our priority.
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<a
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target="_blank"
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rel="noopener noreferrer"
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href="https://journals.aps.org/pre/abstract/10.1103/PhysRevE.96.052303#:~:text=The%20%E2%80%9Cfaster%2Dis%2Dslower,evacuation%20time%20can%20be%20achieved"
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>Slower is faster</a
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>
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is counter-intuitive. The more we push the more we are slowing down the
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system. The <PullSystemIcon /> pull system must be a constrain not a
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choice with the idea to build around.
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</p>
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<p>
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The <PullSystemIcon /> pull system is here to change our priority.
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Developpers are the clients of the Designer team, as Designers are the
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client of the Product team. Focusing on the lead time is asking to the
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next team: "Is this what you need? How can we give you everything you
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