30 October 2007

🏗️Software Engineering: Changes (Just the Quotes)

"Doing engineering is practicing the art of the organized forcing of technological change." (George Spencer-Brown, Electronics, Vol. 32 (47),  1959)

"A clean design is more easily modified as requirements change or as more is learned about what parts of the code consume significant amounts of execution time. A 'clever' design that fails to work or to run fast enough can often be salvaged only at great cost. Efficiency does not have to be sacrificed in the interest of writing readable code - rather, writing readable code is often the only way to ensure efficient programs that are also easy to maintain and modify." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Instrument your programs. Measure before making 'efficiency' changes." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Programs are not used once and discarded, nor are they run forever without change. They evolve. The new version of the integration program has a greater likelihood of surviving changes later without acquiring bugs. It assists instead of intimidating those who must maintain it." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"When the operation to be done is more complex, write a separate subroutine or function. The ease of later comprehending, debugging, and changing the program will more than compensate for any overhead caused by adding the extra modules." (Brian W Kernighan & Phillip J Plauger, "The Elements of Programming Style", 1974)

"Far be it from me to suggest that all changes in customer objectives and requirements must, can, or should be incorporated in the design. Clearly a threshold has to be established, and it must get higher and higher as development proceeds, or no product ever appears." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"Different levels of documentation are required for the casual user of a program, for the user who must depend upon a program, and for the user who must adapt a program for changes in circumstance or purpose." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"Nevertheless, some changes in objectives are inevitable, and it is better to be prepared for them than to assume that they won't come. Not only are changes in objective inevitable, changes in development strategy and technique are also inevitable. The throw-one-away concept is itself just an acceptance of the fact that as one learns, he changes the design." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"Program maintenance involves no cleaning, lubrication, or repair of deterioration. It consists chiefly of changes that repair design defects. Much more often than with hardware, these changes include added functions. Usually they are visible to the user." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"Structuring an organization for change is much harder than designing a system for change. Each man must be assigned to jobs that broaden him, so that the whole force is technically flexible. [...] Management structures also need to be changed as the system changes." (Fred P Brooks, "The Mythical Man-Month: Essays", 1975)

"The beginning of wisdom for a programmer is to recognize the difference between getting his program to work and getting it right. A program which does not work is undoubtedly wrong; but a program which does work is not necessarily right. It may still be wrong because it is hard to understand; or because it is hard to maintain as the problem requirements change; or because its structure is different from the structure of the problem; or because we cannot be sure that it does indeed work." (Michael A Jackson, "Principles of Program Design", 1975)

"Cohesion can be put into effective practice with the introduction of the idea of an associative principle. In deciding to put certain processing elements into a module, the designer, in effect, invokes a principle that certain properties or characteristics relate the elements possessing it. […] Ironically, this important design concept had to be developed after the fact when it was too late, politically or pragmatically, to change designs - by asking the designer/programmer why a certain processing element was combined with others into a module. It must be kept in mind that cohesion applies over the whole module - that  is, to all pairs of processing elements." (Edward Yourdon & Larry L Constantine, "Structured Design: Fundamentals of a discipline of computer program and systems design", 1978)

"Economic principles underlie the overall structure of the software lifecycle, and its primary refinements of prototyping, incremental development, and advancemanship. The primary economic driver of the life-cycle structure is the significantly increasing cost of making a software change or fixing a software problem, as a function of the phase in which the change or fix is made." (Barry Boehm, "Software Engineering Economics", 1981)

"One should not start full-scale implementation efforts based on early user interface designs. Instead, early usability evaluation can be based on prototypes of the final systems that can be developed much faster and much more cheaply, and which can thus be changed many times until a better understanding of the user interface design has been achieved." (Jakob Nielsen, "Usability Engineering", 1993)

"Our experience with designing and analyzing large and complex software-intensive systems has led us to recognize the role of business and organization in the design of the system and in its ultimate success or failure. Systems are built to satisfy an organization's requirements (or assumed requirements in the case of shrink-wrapped products). These requirements dictate the system's performance, availability, security, compatibility with other systems, and the ability to accommodate change over its lifetime. The desire to satisfy these goals with software that has the requisite properties influences the design choices made by a software architect." (Len Bass et al, "Software Architecture in Practice", 1998)

"Unit tests can be tedious to write, but they save you time in the future (by catching bugs after changes). Less obviously, but just as important, is that they can save you time now: tests focus your design and implementation on simplicity, they support refactoring, and they validate features as you develop." (Ron Jeffries, "Extreme Programming Installed, 2001)

"One problem area for refactoring is databases. Most business applications are tightly coupled to the database schema that supports them. That's one reason that the database is difficult to change. Another reason is data migration. Even if you have carefully layered your system to minimize the dependencies between the database schema and the object model, changing the database schema forces you to migrate the data, which can be a long and fraught task." (Martin Fowler et al, "Refactoring: Improving the Design of Existing Code", 2002)

"Refactoring is risky. It requires changes to working code that can introduce subtle bugs. Refactoring, if not done properly, can set you back days, even weeks. And refactoring becomes riskier when practiced informally or ad hoc." (Erich Gamma, 2002)

"Refactoring changes the programs in small steps. If you make a mistake, it is easy to find the bug." (Martin Fowler et al, "Refactoring: Improving the Design of Existing Code", 2002)

"Without refactoring, the design of the program will decay. As people change code - changes to realize short-term goals or changes made without a full comprehension of the design of the code - the code loses its structure. It becomes harder to see the design by reading the code. Refactoring is rather like tidying up the code. Work is done to remove bits that aren't really in the right place. Loss of the structure of code has a cumulative effect. The harder it is to see the design in the code, the harder it is to preserve it, and the more rapidly it decays. Regular refactoring helps code retain its shape." (Martin Fowler et al, "Refactoring: Improving the Design of Existing Code", 2002)

"As a noun, design is the named (although sometimes unnamable) structure or behavior of a system whose presence resolves or contributes to the resolution of a force or forces on that system. A design thus represents one point in a potential decision space. A design may be singular (representing a leaf decision) or it may be collective (representing a set of other decisions). As a verb, design is the activity of making such decisions. Given a large set of forces, a relatively malleable set of materials, and a large landscape upon which to play, the resulting decision space may be large and complex. As such, there is a science associated with design (empirical analysis can point us to optimal regions or exact points in this design space) as well as an art (within the degrees of freedom that range beyond an empirical decision; there are opportunities for elegance, beauty, simplicity, novelty, and cleverness). All architecture is design but not all design is architecture. Architecture represents the significant design decisions that shape a system, where significant is measured by cost of change." (Grady Booch, "On design", 2006)

"Pick the right ones [abstractions], and programming will flow naturally from design; modules will have small and simple interfaces; and new functionality will more likely fit in without extensive reorganization […] Pick the wrong ones, and programming will be a series of nasty surprises: interfaces will become baroque and clumsy as they are forced to accommodate unanticipated interactions, and even the simplest of changes will be hard to make." (Daniel Jackson, "Software Abstractions", 2006)

"Good software designs accommodate change without huge investments and rework. When we use code that is out of our control, special care must be taken to protect our investment and make sure future change is not too costly."  (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Software is usually expected to be modified over the course of its productive life. The process of converting one correct program into a different correct program is extremely challenging." (Douglas Crockford, "JavaScript: The Good Parts", 2008)

"The majority of the cost of a software project is in long-term maintenance. In order to minimize the potential for defects as we introduce change, it’s critical for us to be able to understand what a system does. As systems become more complex, they take more and more time for a developer to understand, and there is an ever greater opportunity for a misunderstanding. Therefore, code should clearly express the intent of its author. The clearer the author can make the code, the less time others will have to spend understanding it. This will reduce defects and shrink the cost of maintenance." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Agile methods universally rely on an incremental approach to software specification, development, and delivery. They are best suited to application development where the system requirements usually change rapidly during the development process. They are intended to deliver working software quickly to customers, who can then propose new and changed requirements to be included in later iterations of the system. They aim to cut down on process bureaucracy by avoiding work that has dubious long-term value and eliminating documentation that will probably never be used." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"But the history of large systems demonstrates that, once the hurdle of stability has been cleared, a more subtle challenge appears. It is the challenge of remaining stable when the rules change. Machines, like organizations or organisms, that fail to meet this challenge find that their previous stability is no longer of any use. The responses that once were life-saving now just make things worse. What is needed now is the capacity to re-write the procedure manual on short notice, or even (most radical change of all) to change goals." (John Gall, "The Systems Bible: The Beginner's Guide to Systems Large and Small"[Systematics 3rd Ed.], 2011)

"Agile teams often do not distinguish between bugs, enhancements, or change requests. They use a general unit called change to track progress. Change seems to be a valid unit for both development and operations because operations teams primarily think in terms of changes to the production system. Using changes as a shared term for both development and operations makes it easier to stream production issues back to a work backlog (that is ideally shared by both groups)." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"Good architecture provides good interfaces that separate the shear layers of its implementation: a necessity for evolution and maintenance. Class-oriented programming puts both data evolution and method evolution in the same shear layer: the class. Data tend to remain fairly stable over time, while methods change regularly to support new services and system operations. The tension in these rates of change stresses the design." (James O Coplien & Trygve Reenskaug, "The DCI Paradigm: Taking Object Orientation into the Architecture World", 2014)

"When you write a computer program you've got to not just list things out and sort of take an algorithm and translate it into a set of instructions. But when there's a bug - and all programs have bugs - you've got to debug it. You've got to go in, change it, and then re-execute … and you iterate. And that iteration is really a very, very good approximation of learning." (Nicholas Negroponte, "A 30-year history of the future", [Ted Talk] 2014)

"The fact that software engineering is not like other forms of engineering should really come as no surprise. Medicine is not like the law. Carpentry is not like baking. Software development is like one thing, and one thing only: software development. We need practices that make what we do more efficient, more verifiable, and easier to change. If we can do this, we can slash the short-term cost of building software, and all but eliminate the crippling long-term cost of maintaining it." (David S Bernstein, "Beyond Legacy Code", 2015)

"This is what the Agile Manifesto means when it says responding to change over following a plan. To maximize adaptability, it is essential to have good, fast feedback loops. This is why there is so much emphasis on iterative development." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"Why is continuous deployment such a powerful tool? Fundamentally, it allows engineers to make and deploy small, incremental changes rather than the larger, batched changes typical at other companies. That shift in approach eliminates a significant amount of overhead associated with traditional release processes, making it easier to reason about changes and enabling engineers to iterate much more quickly." (Edmond Lau, "The Effective Engineer: How to Leverage Your Efforts In Software Engineering to Make a Disproportionate and Meaningful Impact", 2015)

"Given enough time and enough users, even the most innocuous change will break something; your analysis of the value of that change must incorporate the difficulty in investigating, identifying, and resolving those breakages." (Titus Winters, "Software Engineering at Google: Lessons Learned from Programming Over Time", 2020)

"When an engineer refactors the internals of a system without modifying its interface, whether for performance, clarity, or any other reason, the system’s tests shouldn’t need to change. The role of tests in this case is to ensure that the refactoring didn’t change the system’s behavior. Tests that need to be changed during a refactoring indicate that either the change is affecting the system’s behavior and isn’t a pure refactoring, or that the tests were not written at an appropriate level of abstraction." (Titus Winters, "Software Engineering at Google: Lessons Learned from Programming Over Time", 2020)

 

29 October 2007

🏗️Software Engineering: Quality (Just the Quotes)

"Quality is never an accident; it is always the result of intelligent effort." (John Ruskin, "Seven Lamps of Architecture", 1849)

"Almost all quality improvement comes via simplification of design, manufacturing, layout, processes and procedures." (Tom Peters, "Thriving on Chaos", 1987)

"The [software] builders’​​​​​​ view of quality, on the other hand, is very different. Since their self-esteem is strongly tied to the quality of the product, they tend to impose quality standards of their own. The minimum that will satisfy them is more or less the best quality they have achieved in the past. This is invariably a higher standard than what the market requires and is willing to pay for." (Tom DeMarco & Timothy Lister, "Peopleware: Productive Projects and Teams", 1987)

"Cutting costs without improvements in quality is futile." (W Edwards Deming, Forbes, 1988)

"Quality planning consists of developing the products and processes required to meet customer's needs." (Joseph M Juran, "Juran on planning for quality", 1988)

"Programmers are responsible for software quality - quality in their own work, quality in the products that incorporate their work, and quality at the interfaces between components. Quality has never been and will never be tested in. The responsibility is both moral and professional." (Boris Beizer, "Software Testing Techniques", 1990)

"Software never was perfect and won't get perfect. But is that a license to create garbage? The missing ingredient is our reluctance to quantify quality." (Boris Beizer, "Software Testing Techniques", 1990)

"Testing by itself does not improve software quality. Test results are an indicator of quality, but in and of themselves, they don't improve it. Trying to improve software quality by increasing the amount of testing is like trying to lose weight by weighing yourself more often. What you eat before you step onto the scale determines how much you will weigh, and the software development techniques you use determine how many errors testing will find. If you want to lose weight, don't buy a new scale; change your diet. If you want to improve your software, don't test more; develop better." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction", 1993)

"The source code is often the only accurate description of the software. On many projects, the only documentation available to programmers is the code itself. Requirements specifications and design documents can go out of date, but the source code is always up to date. Consequently, it's imperative that the code be of the highest possible quality." (Steve C McConnell," Code Complete: A Practical Handbook of Software Construction", 1993) 

"The software architecture of a system or a family of systems has one of the most significant impacts on the quality of an organization's enterprise architecture. While the design of software systems concentrates on satisfying the functional requirements for a system, the design of the software architecture for systems concentrates on the nonfunctional or quality requirements for systems. These quality requirements are concerns at the enterprise level. The better an organization specifies and characterizes the software architecture for its systems, the better it can characterize and manage its enterprise architecture. By explicitly defining the systems software architectures, an organization will be better able to reflect the priorities and trade-offs that are important to the organization in the software that it builds." (James McGovern et al, "A Practical Guide to Enterprise Architecture", 2004)

"In general, software engineers adopt a systematic and organized approach to their work, as this is often the most effective way to produce high-quality software. However, engineering is all about selecting the most appropriate method for a set of circumstances so a more creative, less formal approach to development may be effective in some circumstances. Less formal development is particularly appropriate for the development of web-based systems, which requires a blend of software and graphical design skills." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Essential to improving collaboration is the alignment of incentives across teams as well as the application of shared processes and tools. The main attributes of aligned incentives include a shared definition of quality for the whole project or company and a commitment to it. Aligned with defined quality attributes, visibility and transparency can help to foster collaboration. Incentives must treat the development and operations groups as one team. That is, they should be rewarded for developing many changes that are stable and shipped."(Michael Hüttermann et al, "DevOps for Developers", 2013)

"But like many other aspects of code quality, building an abstraction for a problem comes with tradeoffs. Building a generalized solution takes more time than building one specific to a given problem. To break even, the time saved by the abstraction for future engineers needs to outweigh the time invested." (Edmond Lau, "The Effective Engineer: How to Leverage Your Efforts In Software Engineering to Make a Disproportionate and Meaningful Impact", 2015)

"Ultimately, software quality boils down to a matter of tradeoffs, and there’s no one universal rule for how to do things. […] Rigidly adhering to a notion of building something 'the right way' can paralyze discussions about tradeoffs and other viable options. Pragmatism - thinking in terms of what does and doesn’t work for achieving our goals - is a more effective lens through which to reason about quality." (Edmond Lau, "The Effective Engineer: How to Leverage Your Efforts In Software Engineering to Make a Disproportionate and Meaningful Impact", 2015)

"It is not loyalty or internal motivation that drives us programmers forward. We must write our code when the road to our personal success is absolutely clear for us and writing high quality code obviously helps us move forward on this road. To make this happen, the management has to define the rules of the game, also known as "process", and make sure they are strictly enforced, which is much more difficult than 'being agile'." (Yegor Bugayenko, "Code Ahead", 2018)

"Quality is a product of a conflict between programmers and testers." (Yegor Bugayenko, "Code Ahead", 2018)

"Quality must be enforced, otherwise it won't happen. We programmers must be required to write tests, otherwise we won't do it." (Yegor Bugayenko, "Code Ahead", 2018)

14 October 2007

🏗️Software Engineering: Patterns (Just the Quotes)

"Many fields use patterns in various ways: In music and literature, a pattern is the coherent structure or design of a song or book. In art, a pattern is the composition or plan of a work of graphic or plastic art. In architecture, a pattern is an architectural design or style. In psychology, a pattern is a thinking mechanism that is basic to the brain's operation, helping one to perceive things quickly. In archeology, a pattern is a group of phases having several distinguishing and fundamental features in common. In linguistics, a pattern is the manner in which smaller units of language are grouped into larger units [...]" (Peter Coad, "Object-Oriented Patterns", 1992)

"With each pattern, small piecework is standardized into a larger chunk or unit. Patterns become the building blocks for design and construction. Finding and applying patterns indicates progress in a field of human endeavor." (Peter Coad, "Object-Oriented Pattern", 1992)

"Design patterns are not about designs such as linked lists and hash tables that can be encoded in classes and reused as is. Nor are they complex, domain-specific designs for an entire application or subsystem. The design patterns [...] are descriptions of communicating objects and classes that are customized to solve a general design problem in a particular context." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"Design patterns make it easier to reuse successful designs and architectures. Expressing proven techniques as design patterns makes them more accessible to developers of new systems. Design patterns help you choose design alternatives that make a system reusable and avoid alternatives that compromise reusability. Design patterns can even improve the documentation and maintenance of existing systems by furnishing an explicit specification of class and object interactions and their underlying intent. Put simply, design patterns help a designer get a design 'right' faster." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"Design patterns should not be applied indiscriminately. Often they achieve flexibility and variability by introducing additional levels of indirection, and that can complicate a design and/or cost you some performance. A design pattern should only be applied when the flexibility it affords is actually needed." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"The best designers will use many design patterns that dovetail and intertwine to produce a greater whole." (Erich Gamma et al, "Design Patterns: Elements of Reusable Object-Oriented Software", 1994)

"It is commonly said that a pattern, however it is written, has four essential parts: a statement of the context where the pattern is useful, the problem that the pattern addresses, the forces that play in forming a solution, and the solution that resolves those forces. [...] it supports the definition of a pattern as 'a solution to a problem in a context', a definition that [unfortunately] fixes the bounds of the pattern to a single problem-solution pair." (Martin Fowler, "Analysis Patterns: Reusable Object Models", 1997) 

"Design patterns are standard solutions to recurring problems, named to help people discuss them easily and to think about design. […] Patterns are abstract, core solutions to problems that recur in different contexts but encounter the same ‘forces’ each time." (Ian Graham & Alan O’Callaghan, "An introduction to patterns", 2003)

"Patterns today are most useful because they provide a language for designers to communicate in. Rather than having to explain a complex idea from scratch, the designer can just mention a pattern by name and everyone will know, at least roughly, what is meant. This is how designers in many other disciplines communicate their design ideas." (Ian Graham & Alan O’Callaghan, "An introduction to patterns", 2003)

"Design patterns provide the cores of ready-made solutions that can be used to solve many of software’s most common problems. Some software problems require solutions that are derived from first principles. But most problems are similar to past problems, and those can be solved using similar solutions, or patterns." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"In addition to their complexity-management benefit, design patterns can accelerate design discussions by allowing designers to think and discuss at a larger level of granularity." (Steve C McConnell, "Code Complete: A Practical Handbook of Software Construction" 2nd Ed., 2004)

"Anti-patterns are the dark side of patterns - common mistakes we fall into repeatedly. Sometimes they seem to be good solutions that experience has demonstrated don’t work in practice. On other occasions, we know that they’re not a good idea, but we fall into them anyway." (Paul Butcher, "Debug It! Find, Repair, and Prevent Bugs in Your Code", 2009)

"Design thinking taps into capacities we all have but that are overlooked by more conventional problem-solving practices. It is not only human-centered; it is deeply human in and of itself. Design thinking relies on our ability to be intuitive, to recognize patterns, to construct ideas that have emotional meaning as well as functionality, to express ourselves in media other than words or symbols." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Conformity to patterns is not a measure of goodness." (Ralph Johnson)

12 October 2007

🏗️Software Engineering: Collaboration (Just the Quotes)

"The deployment pipeline has its foundations in the process of continuous integration and is in essence the principle of continuous integration taken to its logical conclusion. The aim of the deployment pipeline is threefold. First, it makes every part of the process of building, deploying, testing, and releasing software visible to everybody involved, aiding collaboration. Second, it improves feedback so that problems are identified, and so resolved, as early in the process as possible. Finally, it enables teams to deploy and release any version of their software to any environment at will through a fully automated process." (David Farley & Jez Humble, "Continuous Delivery: Reliable Software Releases through Build, Test, and Deployment Automation", 2010)

"In essence, Continuous Integration is about reducing risk by providing faster feedback. First and foremost, it is designed to help identify and fix integration and regression issues faster, resulting in smoother, quicker delivery, and fewer bugs. By providing better visibility for both technical and non-technical team members on the state of the project, Continuous Integration can open and facilitate communication channels between team members and encourage collaborative problem solving and process improvement. And, by automating the deployment process, Continuous Integration helps you get your software into the hands of the testers and the end users faster, more reliably, and with less effort." (John F Smart, "Jenkins: The Definitive Guide", 2011)

"DevOps is about team play and a collaborative problem-solving approach. If a service goes down, everyone must know what procedures to follow to diagnose the problem and get the system up and running again. Additionally, all of the roles and skills necessary to perform these tasks must be available and able to work together well. Training and effective collaboration are critical here." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"DevOps is about team play and a collaborative problem-solving approach. If a service goes down, everyone must know what procedures to follow to diagnose the problem and get the system up and running again. Additionally, all of the roles and skills necessary to perform these tasks must be available and able to work together well. Training and effective collaboration are critical here." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"Essential to improving collaboration is the alignment of incentives across teams as well as the application of shared processes and tools. The main attributes of aligned incentives include a shared definition of quality for the whole project or company and a commitment to it. Aligned with defined quality attributes, visibility and transparency can help to foster collaboration. Incentives must treat the development and operations groups as one team. That is, they should be rewarded for developing many changes that are stable and shipped." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"The advantages of Agile processes, including Scrum and Kanban (a method for delivering software with an emphasis on just-in-time delivery), are often nullified because of the obstacles to collaboration, processes, and tools that are built up in front of operations." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"A software architecture encompasses the significant decisions about the organization of the software system, the selection of structural elements and interfaces by which the system is composed, and determines their behavior through collaboration among these elements and their composition into progressively larger subsystems. Hence, the software architecture provides the skeleton of a system around which all other aspects of a system revolve." (Muhammad A Babar et al, "Agile Software Architecture Aligning Agile Processes and Software Architectures", 2014)

"A design pattern usually suggests a scheme for structuring the classes in a design solution and defines the required interactions among those classes. In other words, a design pattern describes some commonly recurring structure of communicating classes that can be used to solve some general design problems. Design pattern solutions are typically described in terms of classes, their instances, their roles and collaborations." (Rajib Mall, "Fundamentals of Software Engineering" 4th Ed., 2014)

"Language influences thought, tools influence action. Therefore, it matters a lot how we choose our tools. We shape our tooling and access landscape, and thereafter they shape the contours of our collaboration. When we choose a lot of different specialty tools, they in turn nudge us into different specialty groups." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"[…] when different types of specialists use common tools, techniques, and practices for similar activities, it creates a fertile common ground for cross-functional collaboration." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"Heart of Agile is a meme. Heart of Agile is four words stripped down to nothing. It contains only four words – collaborate, deliver, reflect, improve." (Alistair Cockburn, [interview] 2017)

"Programming is the immediate act of producing code. Software engineering is the set of policies, practices, and tools that are necessary to make that code useful for as long as it needs to be used and allowing collaboration across a team." (Titus Winters, "Software Engineering at Google: Lessons Learned from Programming Over Time", 2020)

11 October 2007

🏗️Software Engineering: Prototyping (Just the Quotes)

"The classical vertical arrangement for project management is characterized by an inherent self-sufficiency of operation. It has within its structure all the necessary specialized skills to provide complete engineering capabilities and it also has the ability to carry on its own laboratory investigations, preparation of drawings, and model or prototype manufacture. (Penton Publishing Company, Automation Vol 2, 1955)

"A mathematical model is any complete and consistent set of mathematical equations which are designed to correspond to some other entity, its prototype. The prototype may be a physical, biological, social, psychological or conceptual entity, perhaps even another mathematical model." (Rutherford Aris, "Mathematical Modelling", 1978)

"Economic principles underlie the overall structure of the software lifecycle, and its primary refinements of prototyping, incremental development, and advancemanship. The primary economic driver of the life-cycle structure is the significantly increasing cost of making a software change or fixing a software problem, as a function of the phase in which the change or fix is made." (Barry Boehm, "Software Engineering Economics", 1981)

"A problem with this 'waterfall' approach is that there will then be no user interface to test with real users until this last possible moment, since the 'intermediate work products' do not explicitly separate out the user interface in a prototype with which users can interact. Experience also shows that it is not possible to involve the users in the design process by showing them abstract specifications documents, since they will not understand them nearly as well as concrete prototypes." (Jakob Nielsen, "Usability Engineering", 1993)

"One should not start full-scale implementation efforts based on early user interface designs. Instead, early usability evaluation can be based on prototypes of the final systems that can be developed much faster and much more cheaply, and which can thus be changed many times until a better understanding of the user interface design has been achieved." (Jakob Nielsen, "Usability Engineering", 1993)

"Scenarios are an especially cheap kind of prototype. […] Scenarios are the ultimate reduction of both the level of functionality and of the number of features: They can only simulate the user interface as long as a test user follows a previously planned path. […] Scenarios are the ultimate minimalist prototype in that they describe a single interaction session without any flexibility for the user. As such, they combine the limitations of both horizontal prototypes (users cannot interact with real data) and vertical prototypes (users cannot move freely through the system)." (Jakob Nielsen, "Usability Engineering", 1993)

"The entire idea behind prototyping is to cut down on the complexity of implementation by eliminating parts of the full system. Horizontal prototypes reduce the level of functionality and result in a user interface surface layer, while vertical prototypes reduce the number of features and implement the full functionality of those chosen (i.e., we get a part of the system to play with)." (Jakob Nielsen, "Usability Engineering", 1993)

"The entire idea behind prototyping is to save on the time and cost to develop something that can be tested with real users. These savings can only be achieved by somehow reducing the prototype compared with the full system: either cutting down on the number of features in the prototype or reducing the level of functionality of the features such that they seem to work but do not actually do anything." (Jakob Nielsen, "Usability Engineering", 1993)

"Although it might seem as though frittering away valuable time on sketches and models and simulations will slow work down, prototyping generates results faster." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Just as it can accelerate the pace of a project, prototyping allows the exploration of many ideas in parallel. Early prototypes should be fast, rough, and cheap. The greater the investment in an idea, the more committed one becomes to it. Overinvestment in a refined prototype has two undesirable consequences: First, a mediocre idea may go too far toward realization - or even, in the worst case, all the way. Second, the prototyping process itself creates the opportunity to discover new and better ideas at minimal cost." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Prototypes should command only as much time, effort, and investment as is necessary to generate useful feedback and drive an idea forward. The greater the complexity and expense, the more 'finished' it is likely to seem and the less likely its creators will be to profit from constructive feedback - or even to listen to it. The goal of prototyping is not to create a working model. It is to give form to an idea to learn about its strengths and weaknesses and to identify new directions for the next generation of more detailed, more refined prototypes. A prototype’s scope should be limited. The purpose of early prototypes might be to understand whether an idea has functional value." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Prototyping at work is giving form to an idea, allowing us to learn from it, evaluate it against others, and improve upon it." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"Since openness to experimentation is the lifeblood of any creative organization, prototyping - the willingness to go ahead and try something by building it - is the best evidence of experimentation." (Tim Brown, "Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation", 2009)

"In analytics, it’s more important for individuals to be able to formulate problems well, to prototype solutions quickly, to make reasonable assumptions in the face of ill-structured problems, to design experiments that represent good investments, and to analyze results." (Foster Provost & Tom Fawcett, "Data Science for Business", 2013)

"Because of the short timeline, it’s tempting to jump into prototyping as soon as you’ve selected your winning ideas. But if you start prototyping without a plan, you’ll get bogged down by small, unanswered questions. Pieces won’t fit together, and your prototype could fall apart." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"But perhaps the biggest problem is that the longer you spend working on something - whether it’s a prototype or a real product - the more attached you’ll become, and the less likely you’ll be to take negative test results to heart. After one day, you’re receptive to feedback. After three months, you’re committed." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"Sometimes you can’t fit everything in. Remember that the sprint is great for testing risky solutions that might have a huge payoff. So you’ll have to reverse the way you would normally prioritize. If a small fix is so good and low-risk that you’re already planning to build it next week, then seeing it in a prototype won’t teach you much. Skip those easy wins in favor of big, bold bets." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"The prototype is meant to answer questions, so keep it focused. You don’t need a fully functional product - you just need a real-looking façade to which customers can react." (Jake Knapp et al, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"You can prototype anything. Prototypes are disposable. Build just enough to learn, but not more. The prototype must appear real." (Jake Knapp, "Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days", 2016)

"The intention behind prototypes is to explore the visualization design space, as opposed to the data space. A typical project usually entails a series of prototypes; each is a tool to gather feedback from stakeholders and help explore different ways to most effectively support the higher-level questions that they have. The repeated feedback also helps validate the operationalization along the way." (Danyel Fisher & Miriah Meyer, "Making Data Visual", 2018)

"Rapid prototyping is a process of trying out many visualization ideas as quickly as possible and getting feedback from stakeholders on their efficacy. […] The design concept of 'failing fast' informs this: by exploring many different possible visual representations, it quickly becomes clear which tasks are supported by which techniques." (Danyel Fisher & Miriah Meyer, "Making Data Visual", 2018)

06 October 2007

🏗️Software Engineering: Users (Just the Quotes)

"Computers do not decrease the need for mathematical analysis, but rather greatly increase this need. They actually extend the use of analysis into the fields of computers and computation, the former area being almost unknown until recently, the latter never having been as intensively investigated as its importance warrants. Finally, it is up to the user of computational equipment to define his needs in terms of his problems, In any case, computers can never eliminate the need for problem-solving through human ingenuity and intelligence." (Richard E Bellman & Paul Brock, "On the Concepts of a Problem and Problem-Solving", American Mathematical Monthly 67, 1960)

"The most important property of a program is whether it accomplishes the intention of its user." (C Anthony R Hoare, Communications of the ACM, 1969)

"In computer design three levels can be distinguished: architecture, implementation and realisation; for the first of them, the following working definition is given: The architecture of a system can be defined as the functional appearance of the system to the user, its phenomenology. […] The inner structure of a system is not considered by the architecture: we do not need to know what makes the clock tick, to know what time it is. This inner structure, considered from a logical point of view, will be called the implementation, and its physical embodiment the realisation." (Gerrit A Blaauw, "Computer Architecture", 1972)

"There always is an architecture, whether it is defined in advance - as with modern computers - or found out after the fact - as with many older computers. For architecture is determined by behavior, not by words. Therefore, the term architecture, which rightly implies the notion of the arch, or prime structure, should not be understood as the vague overall idea. Rather, the product of the computer architecture, the principle of operations manual, should contain all detail which the user can know, and sooner or later is bound to know." (Gerrit A Blaauw, "Computer Architecture", 1972)

"Models are models of something, namely, [they are] reflections, representations of natural and artificial originals, that can themselves be models again. […] Models, in general, do not cover all the attributes of the originals they are representing, but only those [attributes] that seem relevant to the actual model creators and/or model users." (Herbert Stachowiak, "Allgemeine Modelltheorie", 1973)

"Models are not assigned per se uniquely to their originals. They perform their replacement function: a) for definite – cognitive and/or handling, model-using – subjects, b) within definite time intervals, c) under restrictions of definite operations of thought or fact. […] Models are not only models of something. They are also models for somebody, a human or an artificial model user. They perform thereby their functions in time, within a time interval. And finally, they are models for a definite purpose." (Herbert Stachowiak, "Allgemeine Modelltheorie", 1973)

"Two of the most difficult areas of data-base management are the design of an information structure and the reduction of that structure to a data structure which is compatible with and managed by the DBMS. […] Data-base management systems are tools to be applied by the users of these systems to build an accurate and useful model of their organization and its information needs. To accomplish this, the information structure must accurately define and characterize the items of data and the relations among them that are of interest to the users. This is no small task, for it demands a knowledge of the organization and the distribution of information among its various parts." (Robert W Taylor & Randall L Frank, "CODASYL Data-Base Management Systems", 1976)

"The utility of a language as a tool of thought increases with the range of topics it can treat, but decreases with the amount of vocabulary and the complexity of grammatical rules which the user must keep in mind. Economy of notation is therefore important." (Kenneth E Iverson, "Notation as a Tool of Thought", 1979)

"People’s mental models are apt to be deficient in a number of ways, perhaps including contradictory, erroneous, and unnecessary concepts. As designers, it is our duty to develop systems and instructional materials that aid users to develop more coherent, useable mental models. As teachers, it is our duty to develop conceptual models that will aid the learner to develop adequate and appropriate mental models. And as scientists who are interested in studying people’s mental models, we must develop appropriate experimental methods and discard our hopes of finding neat, elegant mental models, but instead learn to understand the messy, sloppy, incomplete, and indistinct structures that people actually have." (Donald A Norman, "Some Observations on Mental Models" [in "Mental Models"], 1983)

"Program designers have a tendency to think of the users as idiots who need to be controlled. They should rather think of their program as a servant, whose master, the user, should be able to control it. If designers and programmers think about the apparent mental qualities that their programs will have, they'll create programs that are easier and pleasanter - more humane - to deal with." (John McCarthy, "The Little Thoughts of Thinking Machines", Psychology Today,v1983)

"A database management system is a collection of interrelated files and a set of programs that allow users to access and modify these files. A major purpose of a database system is to provide users with an abstract view of the data. That is, the system hides certain details of how the data is stored and maintained. However, in order for the system to be usable, data must be retrieved efficiently. This concern has lead to the design of complex data structures for the representation of data in the database. Since many database systems users are not computer-trained, the complexity is hidden from them through several levels of abstraction in order to simplify their interaction with the system." (Henry F. Korth & Abraham Silberschatz, "Database System Concepts" 2nd Ed., 1991)

"Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large." (Jakob Nielsen, "Usability Engineering", 1993)

"The system should always keep users informed about what is going on, through appropriate feedback within reasonable time." (Jakob Nielsen, "Usability Engineering", 1993)

"Users can work with analysts and object designers to formulate and tune system requirements. People from business, analytical and object design disciplines can come together, learn from each other and generate meaningful descriptions of systems that are to be built. Each participant and each project has slightly different concerns and needs. Practical application of use cases can go a long way to improve our ability to deliver just what the customer ordered. (Rebecca Wirfs-Brock, "Designing scenarios: Making the case for a use case framework", 1993)

"Users often do not know what is good for them. […] Users have a very hard time predicting how they will interact with potential future systems with which they have no experience. […] Furthermore, users will often have divergent opinions when asked about details of user interface design." (Jakob Nielsen, "Usability Engineering", 1993)

"Users often raise questions that the development team has not even dreamed of asking. This is especially true with respect to potential mismatches between the users' actual task and the developers' model of the task. Therefore, users should be involved in the design process through regular meetings between designers and users. Users participating in a system design process are sometimes referred to as subject matter experts, or SMEs." (Jakob Nielsen, "Usability Engineering", 1993)

"Users are not designers, so it is not reasonable to expect them to come up with design ideas from scratch. However, they are very good at reacting to concrete designs they do not like or that will not work in practice. To get full benefits from user involvement, it is necessary to present these suggested system designs in a form the users can understand." (Jakob Nielsen, "Usability Engineering", 1993)

"The next best thing to having good ideas is recognizing good ideas from your users. Sometimes the latter is better." (Eric S Raymond, "The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary", 1999)

"Treating your users as co-developers is your least-hassle route to rapid code improvement and effective debugging." (Eric S Raymond, "The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary", 1999)

"Ultimately, users visit your website for its content. Everything else is just the backdrop." (Jakob Nielsen, "Designing Web Usability", 1999)

"The physical design process is a key phase in the overall design process. It is too often ignored until the last minute in the vain hope that performance will be satisfactory. Without a good physical design, performance is rarely satisfactory and throwing hardware at the problem is rarely completely effective. There is no substitute for a good physical design, and the time and effort spent in the physical design process will be rewarded with an efficient and well-tuned database, not to mention happy users!" (Ken England, "Microsoft SQL Server 2000 Performance Optimization and Tuning Handbook", 2001)

"As the least conscious layer of the user experience, the conceptual model has the paradoxical quality of also having the most impact on usability. If an appropriate conceptual model is faithfully represented throughout the interface, after users recognize and internalize the model, they will have a fundamental understanding of what the application does and how to operate it." (Bob Baxley, "Making the Web Work: Designing Effective Web Applications", 2002)

"The aim of architectural design is to prepare overall specifications, derived from the needs and desires of the user, for subsequent design and construction stages. The first task for the architect in each design project is thus to determine what the real needs and desires of the user are […]" (George J Klir & Doug Elias, "Architecture of Systems Problem Solving" 2nd Ed, 2003)

"A road plan can show the exact location, elevation, and dimensions of any part of the structure. The map corresponds to the structure, but it's not the same as the structure. Software, on the other hand, is just a codification of the behaviors that the programmers and users want to take place. The map is the same as the structure. […] This means that software can only be described accurately at the level of individual instructions. […] A map or a blueprint for a piece of software must greatly simplify the representation in order to be comprehensible. But by doing so, it becomes inaccurate and ultimately incorrect. This is an important realization: any architecture, design, or diagram we create for software is essentially inadequate. If we represent every detail, then we're merely duplicating the software in another form, and we're wasting our time and effort." (George Stepanek, "Software Project Secrets: Why Software Projects Fail", 2005)

"Abstractions matter to users too. Novice users want programs whose abstractions are simple and easy to understand; experts want abstractions that are robust and general enough to be combined in new ways. When good abstractions are missing from the design, or erode as the system evolves, the resulting program grows barnacles of complexity. The user is then forced to master a mass of spurious details, to develop workarounds, and to accept frequent, inexplicable failures." (Daniel Jackson, "Software Abstractions", 2006)

"Developing fewer features allows you to conserve development resources and spend more time refining those features that users really need. Fewer features mean fewer things to confuse users, less risk of user errors, less description and documentation, and therefore simpler Help content. Removing any one feature automatically increases the usability of the remaining ones." (Jakob Nielsen, "Prioritizing Web Usability", 2006)

"The role of conceptual modelling in information systems development during all these decades is seen as an approach for capturing fuzzy, ill-defined, informal 'real-world' descriptions and user requirements, and then transforming them to formal, in some sense complete, and consistent conceptual specifications." (Janis A Burbenko jr., "From Information Algebra to Enterprise Modelling and Ontologies", Conceptual Modelling in Information Systems Engineering, 2007)

"Users may be annoyed by bugs, and software developers may be disappointed by their inability to perfect their work, and managers may be frustrated by the unreliability of their plans. But in the end, none of that matters as much as the simple fact that software does not work the way we think, and until it does, it is not worth trying to perfect." (Scott Rosenberg, "Dreaming in Code", 2007)

"We tend to form mental models that are simpler than reality; so if we create represented models that are simpler than the actual implementation model, we help the user achieve a better understanding. […] Understanding how software actually works always helps someone to use it, but this understanding usually comes at a significant cost. One of the most significant ways in which computers can assist human beings is by putting a simple face on complex processes and situations. As a result, user interfaces that are consistent with users’ mental models are vastly superior to those that are merely reflections of the implementation model." (Alan Cooper et al,  "About Face 3: The Essentials of Interaction Design", 2007)

"Writing the spec, a document that lays out copiously detailed instructions for the programmer, is a necessary step in any software building enterprise where the ultimate user of the product is not the same person as the programmer. The spec translates requirements - the set of goals or desires the software developer’s customers lay out - into detailed marching orders for the programmer to follow." (Scott Rosenberg, "Dreaming in Code", 2007)

"Conceptual models are best thought of as design-tools - a way for designers to straighten out and simplify the design and match it to the users’ task-domain, thereby making it clearer to users how they should think about the application. The designers’ responsibility is to devise a conceptual model that seems natural to users based on the users’ familiarity with the task domain. If designers do their job well, the conceptual model will be the basis for users’ mental models of the application." (Jeff Johnson & Austin Henderson, "Conceptual Models", 2011)

"A conceptual model of an interactive application is, in summary: the structure of the application - the objects and their operations, attributes, and relation-ships; an idealized view of the how the application works – the model designers hope users will internalize; the mechanism by which users accomplish the tasks the application is intended to support." (Jeff Johnson & Austin Henderson, "Conceptual Models", 2011)

"The conceptual model is not the users’ mental model of the application. […] users of an application form mental models of it to allow them to predict its behavior. A mental model is the user’s high-level understanding of how the application works; it allows the user to predict what the application will do in response to various user-actions. Ideally, a user’s mental model of an application should be similar to the designers’ conceptual model, but in practice the two models may differ significantly. Even if a user’s mental model is the same as the designer’s conceptual model, they are distinct models." (Jeff Johnson & Austin Henderson, "Conceptual Models", 2011)

"Heuristics are simplified rules of thumb that make things simple and easy to implement. But their main advantage is that the user knows that they are not perfect, just expedient, and is therefore less fooled by their powers. They become dangerous when we forget that." (Nassim N Taleb, "Antifragile: Things that gain from disorder", 2012)

"If the user can’t understand it, the design and the designer have failed." (Joel Katz, "Designing Information: Human factors and common sense in information design", 2012)

"Successful information design in movement systems gives the user the information he needs - and only the information he needs - at every decision point." (Joel Katz, "Designing Information: Human factors and common sense in information design", 2012)

"For an infrequent action to become a habit, the user must perceive a high degree of utility, either from gaining pleasure or avoiding pain." (Nir Eyal, "Hooked: How to Build Habit-Forming Products", 2014)

"To change behavior, products must ensure the user feels in control. People must want to use the service, not feel they have to." (Nir Eyal, "Hooked: How to Build Habit-Forming Products", 2014) 

"User habits are a competitive advantage. Products that change customer routines are less susceptible to attacks from other companies." (Nir Eyal, "Hooked: How to Build Habit-Forming Products", 2014)

"Users who continually find value in a product are more likely to tell their friends about it." (Nir Eyal, "Hooked: How to Build Habit-Forming Products", 2014) 

"When designers intentionally trick users into inviting friends or blasting a message to their social networks, they may see some initial growth, but it comes at the expense of users' goodwill and trust. When people discover they've been duped, they vent their frustration and stop using the product." (Nir Eyal, "Hooked: How to Build Habit-Forming Products", 2014)

"Once we understand our user's mental model, we can capture it in a conceptual model. The conceptual model is a representation of the mental model using elements, relationships, and conditions. Our design and final system will be the tangible result of this conceptual model." (Pau Giner & Pablo Perea, "UX Design for Mobile, 2017)

"A 'stream' is the continuous flow of work aligned to a business domain or organizational capability. Continuous flow requires clarity of purpose and responsibility so that multiple teams can coexist, each with their own flow of work. A stream-aligned team is a team aligned to a single, valuable stream of work; this might be a single product or service, a single set of features, a single user journey, or a single user persona." (Matthew Skelton & Manuel Pais, "Team Topologies: Organizing Business and Technology Teams for Fast Flow", 2019)

"Documentation is a practice concerned with all the processes involved in transferring documents from sources to users." (Brian C Vickery)

"This is generally true: any sizeable piece of program, or even a complete program package, is only a useful tool that can be used in a reliable fashion, provided that the documentation pertinent for the user is much shorter than the program text. If any machine or system requires a very thick manual, its usefulness becomes for that very circumstance subject to doubt!" (Edsger W. Dijkstra, "On the reliability of programs")

02 October 2007

🏗️Software Engineering: Agile Methods (Just the Quotes)

"Agile development methodologies promise higher customer satisfaction, lower defect rates, faster development times and a solution to rapidly changing requirements. Plan-driven approaches promise predictability, stability, and high assurance. However, both approaches have shortcomings that, if left unaddressed, can lead to project failure. The challenge is to balance the two approaches to take advantage of their strengths and compensate for their weaknesses." (Barry Boehm & Richard Turner, "Observations on balancing discipline and agility", Agile Development Conference, 2003)

"It is a myth that we can get systems 'right the first time'. Instead, we should implement only today’s stories, then refactor and expand the system to implement new stories tomorrow. This is the essence of iterative and incremental agility. Test-driven development, refactoring, and the clean code they produce make this work at the code level." (Robert C Martin, "Clean Code: A Handbook of Agile Software Craftsmanship", 2008)

"Agile approaches to software development consider design and implementation to be the central activities in the software process. They incorporate other activities, such as requirements elicitation and testing, into design and implementation. By contrast, a plan-driven approach to software engineering identifies separate stages in the software process with outputs associated with each stage." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Agile methods universally rely on an incremental approach to software specification, development, and delivery. They are best suited to application development where the system requirements usually change rapidly during the development process. They are intended to deliver working software quickly to customers, who can then propose new and changed requirements to be included in later iterations of the system. They aim to cut down on process bureaucracy by avoiding work that has dubious long-term value and eliminating documentation that will probably never be used." (Ian Sommerville, "Software Engineering" 9th Ed., 2011)

"Agile development methods require a disciplined approach to ensure that customer feedback, continuous testing, and iterative development actually lead to frequent deliveries of working, valuable software." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"The advantages of Agile processes, including Scrum and Kanban (a method for delivering software with an emphasis on just-in-time delivery), are often nullified because of the obstacles to collaboration, processes, and tools that are built up in front of operations." (Michael Hüttermann et al, "DevOps for Developers", 2013)

"Many problems stem from a premature attempt at scaling Agile within the organization. The nature of the transformation is such that it is unrealistic to plan upfront for an 18-month organization-wide change program to go from status quo to continuous delivery. People try nevertheless, and when the outcomes don’t materialize, they say Agile doesn’t work." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"This is what the Agile Manifesto means when it says responding to change over following a plan. To maximize adaptability, it is essential to have good, fast feedback loops. This is why there is so much emphasis on iterative development." (Sriram Narayan, "Agile IT Organization Design: For Digital Transformation and Continuous Delivery", 2015)

"Heart of Agile is a meme. Heart of Agile is four words stripped down to nothing. It contains only four words – collaborate, deliver, reflect, improve." (Alistair Cockburn, [interview] 2017)

23 September 2007

💎SQL Reloaded: 6 out of 49 (Part 4: More Basic Data Analysis)

In a post I read long time ago, it was mentioned that’s interesting to see in a data set in which intervals the data falls. It was recommended to split the interval in 10 buckets, though we don’t know which is the right most extremity for our interval. We could use the maximum value:

  -- get maximum number of consecutive drawings for which any number haven’t appeared 
SELECT Max(DifferenceWeeks) 
FROM dbo.vLottoConsecutiveDrawings  

But this doesn’t guarantees that there will be cases in which the extremity is exceeded. From my point of view, if the maximum is 63, then I’ll take the extremity 70 and split it in 10 buckets: first interval will be 1 … 7, second 8 … 14, etc. Thus, I’m taking the GROUP query I used in the previous copy and add to it additional logic for the split: 

SELECT Number 
, Min(NullIf(DifferenceWeeks, 0)) Minimum 
, Max(NullIf(DifferenceWeeks, 0)) Maximum 
, Avg(NullIf(DifferenceWeeks, 0)) Average 
, count(*) NumberDrawings 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 1 AND 7 THEN 1 END) Range1_7 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 8 AND 14 THEN 1 END) Range8_14 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 15 AND 21 THEN 1 END) Range15_21 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 22 AND 28 THEN 1 END) Range22_28 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 29 AND 35 THEN 1 END) Range29_35 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 36 AND 42 THEN 1 END) Range36_42 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 43 AND 49 THEN 1 END) Range43_49 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 50 AND 56 THEN 1 END) Range50_56 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 57 AND 63 THEN 1 END) Range57_63 
, SUM(CASE WHEN DifferenceWeeks BETWEEN 64 AND 70 THEN 1 END) Range64_70 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 1 AND 7 THEN 1 END)/count(*) Percentage1_7 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 8 AND 14 THEN 1 END)/count(*) Percentage8_14 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 15 AND 21 THEN 1 END)/count(*) Percentage15_21 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 22 AND 28 THEN 1 END)/count(*) Percentage22_28 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 29 AND 35 THEN 1 END)/count(*) Percentage29_35 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 36 AND 42 THEN 1 END)/count(*) Percentage36_42 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 43 AND 49 THEN 1 END)/count(*) Percentage43_49 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 50 AND 56 THEN 1 END)/count(*) Percentage50_56 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 57 AND 63 THEN 1 END)/count(*) Percentage57_63 
, 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 64 AND 70 THEN 1 END)/count(*) Percentage64_70 
FROM dbo.vLottoConsecutiveDrawings 
GROUP BY Number 
ORDER BY Number 

As can be seen I just summed the number of cases in which a value fallen in the given interval:

SUM(CASE WHEN DifferenceWeeks BETWEEN 1 AND 7 THEN 1 END) Range1_7     

Additionally, I wanted to see what was the percentage for a value to fall in a given interval from the total number of occurrences: 
    
 100*SUM(CASE WHEN DifferenceWeeks BETWEEN 1 AND 7 THEN 1 END)/count(*) Percentage1_7 

How can we benefit from such output?     
We can check for each number what’s the bucket with the highest percentage, usually there are only 1-2 intervals which qualify. The percentage the is key in finding useful information. For example if there is only one interval with a 75% occurrences, then most probably the number will appear in a drawing from that interval, if the number didn’t appeared in the respective interval, then the probability for that number to appear increases. When we have multiple intervals with a considerable high percentage, if the right extremity of the highest interval is exceeded, the chances for a number to appear are considerably higher.

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Koeln, NRW, Germany
IT Professional with more than 24 years experience in IT in the area of full life-cycle of Web/Desktop/Database Applications Development, Software Engineering, Consultancy, Data Management, Data Quality, Data Migrations, Reporting, ERP implementations & support, Team/Project/IT Management, etc.