[LRUG] Development methodologies (Was: Code samples: To do or not to do)
Eleanor McHugh
eleanor at games-with-brains.com
Wed Apr 8 07:19:19 PDT 2009
On 8 Apr 2009, at 12:33, Chris Parsons wrote:
> On 8 Apr 2009, at 11:55, Eleanor McHugh wrote:
>> Codifying Best Practice like that has to be a good thing, even if
>> it does bother me that many people follow these methodologies
>> without understanding both why they're effective and where their
>> fracture points are.
>
>
> Reminded me of this article on InfoQ[1] by Dan North, which is a
> must read if you're training or managing developers, or even just
> trying to get better.
>
> Chris
>
> [1] http://www.infoq.com/articles/better-best-practices
Funnily enough I've used the Dreyfus model in designing skill systems
for RPGs (yes, my geekdom apparently knows no bounds) where it's a
great way of eliminating unnecessary and tedious dice rolling and/or
paperwork :)
An interesting article though that chimes well with my own experiences.
Experts are rare enough that there is a definite need for best
practices of a kind to help propagate knowledge - although as I've
never followed any myself it would be hypocritical of me to suggest
any in particular, or to berate those who share my passion for
exploratory coding. Unfortunately best practices also act as a
straight-jacket on creativity and their rigid adoption places a bar on
how far practitioners can ultimately advance their skills which makes
them dangerous: a change in environmental conditions can see the
practices which once aided acting as a hindrance, as is the case with
enterprise culture.
It's also the nature of closed communities that their rules become
ever more detailed and prescriptive in an effort to achieve
conformity, exacerbating this danger and decreasing the overall
efficiency of practitioners at all levels.
It's also good to remember that knowledge is distinct from experience:
knowing how to do something correctly under one set of circumstances
may give some advantage when presented with different circumstances,
but only the pain of failure really sharpens instinctual responses.
And only repeated failure under a variety of circumstances will
accurately calibrate those instincts.
On the other hand experts are very much nature forces of nature: they
solve problems intuitively - often even when explicitly forbidden from
working on them - and when phrasing arguments to defend their
solutions use seemingly irrational language tinged with subtleties and
allusions which make absolutely no sense to their less-skilled
colleagues.
Put two experts in a room together and the problem is compounded -
broad swathes of a topic will be cut across in a few words, to be
followed by a three hour discussion of technicalities that no one else
can even identify the importance of.
Frankly most teams are better off without an expert unless they:
a) specialise in innovative projects where an expert's instincts are
the only sure guidance they'll get;
b) have too few resources to afford a decent sized team of competent
developers;
c) want to convince third parties that they know their shit;
d) can gain in some other way from having a loose cannon in the
building...
However as experts represent a very small proportion of any talent
pool, it's not a hiring decision most of us will in practice have to
worry about on a regular basis :)
Ellie
Eleanor McHugh
Games With Brains
http://slides.games-with-brains.net
----
raise ArgumentError unless @reality.responds_to? :reason
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