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When Shit Goes Wrong: Surviving the Death March

When Shit Goes Wrong: Surviving the Death March

Designing and building digital experiences is complicated work. Clients change scope drastically with seemingly simple requests. That feature you thought was going to take three days ends up taking 3 weeks. Even removing features from a project can lead to extensive re-design and development hours. We follow project management methodologies to help control scope and mitigate risk, but the reality is that even the best run project can go off the rails and become the dreaded Death March.

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Brian Fletcher

May 04, 2015
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  1. 1. About 2. Definition 3. Case Study 4. Doing it

    Right 5. Red Flags & Tactics 6. Wrap Up Agenda
  2. Who is this talk for? 1. Designers. 2. UX. 3.

    Developers. 4. Engagement. 5. Project Managers.
  3. Who is this talk for? 1. Agencies. 2. In House

    Teams 3. Freelancers. 4. Consultants. 5. Clients.
  4. “Quite simply, a death march project is one whose 'project

    parameters' exceed the norm by at least 50 percent.” -- Edward Yourdon
  5. Tom Cargill, Bell Labs: 90/90 The first 90 percent of

    the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time.
  6. They could have launched the site on October 1, with

    only the ability to browse plans and do research while the back end engineers had time to fix bugs and test integration points.
  7. Rule #1. 54 “The war room and the meetings are

    for solving problems. There are plenty of other venues where people devote their creative energies to shifting blame.”
  8. Rule #2. 55 “The ones who should be doing the

    talking are the people who know the most about an issue, not the ones with the highest rank. If anyone finds themselves sitting passively while managers and executives talk over them with less accurate information, we have gone off the rails, and I would like to know about it.”
  9. Rule #3. 56 “We need to stay focused on the

    most urgent issues, like things that will hurt us in the next 24—48 hours.”
  10. So, in the end, the people who fixed the mess

    were the same contractors who had helped create the disaster. They just needed better management.
  11. Steve McConnell Enumerated 36 classic mistakes that can derail a

    project. http://www.stevemcconnell.com/rdenum.htm
  12. Overly optimistic schedules Insufficient risk management Contractor failure Insufficient planning

    Abandonment of planning under pressure Wasted time during the fuzzy front end Shortchanged upstream activities Inadequate design Shortchanged quality assurance Insufficient management controls Premature or too frequent convergence Omitting necessary tasks from estimates Planning to catch up later Code-like-hell programming Process. Undermined motivation Weak personnel Uncontrolled problem employees Heroics Adding people to a late project Noisy, crowded offices Friction between developers and customers Unrealistic expectations Lack of effective project sponsorship Lack of stakeholder buy-in Lack of user input Politics placed over substance Wishful thinking People. Requirements gold-plating Feature creep Developer gold-plating Push me, pull me negotiation Research-oriented development Product. Silver-bullet syndrome Overestimated savings from new tools or methods Switching tools in the middle of a project Lack of automated source-code control Technology.
  13. Iterative development. REVIEW SPRINT •  Iterative development provides continual feedback.

    •  Velocity based sprint planning shows transparent progress. •  Continuous integration allows better collaboration and early testing. REVIEW REVIEW SPRINT SPRINT FINAL QA
  14. Managers have a habit of treating developers’ back-of-the-envelope estimates as

    contractual deadlines, then freaking out when they’re missed.
  15. Break the tasks down into smaller chunks that can be

    estimated with higher confidence.
  16. Estimation formula: 3 HP days to code static template. 1.5

    ABP days to code static template. 2.25 Blended estimate to deliver static template. =
  17. Red flags: 1. Change in scope. 2. Content. 3. Hard

    launch date. 4. The Big Reveal. 5. Unexpected event.
  18. Red flags: 1. Change in scope. 2. Content. 3. Hard

    launch date. 4. The Big Reveal. 5. Unexpected event.
  19. Red flags: 1. Change in scope. 2. Content. 3. Hard

    launch date. 4. The Big Reveal. 5. Unexpected event.
  20. Red flags: 1. Change in scope. 2. Content. 3. Hard

    launch date. 4. The Big Reveal. 5. Unexpected event.
  21. Red flags: 1. Change in scope. 2. Content. 3. Hard

    launch date. 4. The Big Reveal. 5. Unexpected event.
  22. Do 1. Ask for help. 2. Have the hard conversations.

    3. Create a war room. 4. Lead by example. 5. Reduce scope. 6. Divide and conquer. 7. Work harder, within reason. 8. Over communicate.
  23. Do 1. Ask for help. 2. Have the hard conversations.

    3. Create a war room. 4. Lead by example. 5. Reduce scope. 6. Divide and conquer. 7. Work harder, within reason. 8. Over communicate.
  24. Do 1. Ask for help. 2. Have the hard conversations.

    3. Create a war room. 4. Lead by example. 5. Reduce scope. 6. Divide and conquer. 7. Work harder, within reason. 8. Over communicate.
  25. Do 1. Ask for help. 2. Have the hard conversations.

    3. Create a war room. 4. Lead by example. 5. Reduce scope. 6. Divide and conquer. 7. Work harder, within reason. 8. Over communicate.
  26. Do 1. Ask for help. 2. Have the hard conversations.

    3. Create a war room. 4. Lead by example. 5. Reduce scope. 6. Divide and conquer. 7. Work harder, within reason. 8. Over communicate.
  27. Do 1. Ask for help. 2. Have the hard conversations.

    3. Create a war room. 4. Lead by example. 5. Reduce scope. 6. Divide and conquer. 7. Work harder, within reason. 8. Over communicate.
  28. Do 1. Ask for help. 2. Have the hard conversations.

    3. Create a war room. 4. Lead by example. 5. Reduce scope. 6. Divide and conquer. 7. Work harder, within reason. 8. Over communicate.
  29. Do 1. Ask for help. 2. Have the hard conversations.

    3. Create a war room. 4. Lead by example. 5. Reduce scope. 6. Divide and conquer. 7. Work harder, within reason. 8. Over communicate.
  30. Don’ts 1. Be a hero. 2. Throw bodies at the

    problem. 3. Be a perfectionist. 4. Ignore your family. 5. Be quiet. 6. Blame, complain, or be a dick.
  31. Don’ts 1. Be a hero. 2. Throw bodies at the

    problem. 3. Be a perfectionist. 4. Ignore your family. 5. Be quiet. 6. Blame, complain, or be a dick.
  32. Don’ts 1. Be a hero. 2. Throw bodies at the

    problem. 3. Be a perfectionist. 4. Ignore your family. 5. Be quiet. 6. Blame, complain, or be a dick.
  33. Don’ts 1. Be a hero. 2. Throw bodies at the

    problem. 3. Be a perfectionist. 4. Ignore your family. 5. Be quiet. 6. Blame, complain, or be a dick.
  34. Don’ts 1. Be a hero. 2. Throw bodies at the

    problem. 3. Be a perfectionist. 4. Ignore your family. 5. Be quiet. 6. Blame, complain, or be a dick.
  35. Don’ts 1. Be a hero. 2. Throw bodies at the

    problem. 3. Be a perfectionist. 4. Ignore your family. 5. Be quiet. 6. Blame, complain, or be a dick.
  36. Thor Harris @thorharris666 Musician, Painter, Carpenter Austin, Texas Has played

    with: •  Shearwater •  Bill Callahan •  The Angels of Light •  Swans •  Devendra Banhart •  Amanda Palmer
  37. “Don’t Complain. Bitching, moaning, whining is tour cancer. If something

    is wrong fix it or shut the fuck up you fucking dick.” -- Thor Harris http://beenlookingforthemagic.tumblr.com/post/1427157150/how-to-tour-in-a-band-or-whatever-by-thor-harris
  38. Some of the best work of my career has been

    done under these circumstances.
  39. “To achieve great things, two things are needed; a plan,

    and not quite enough time.” -- Leonard Bernstein
  40. It is possible to deliver a digital project in a

    civilized manner. That should always be the goal. Remember: