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Motivating Your Co-Developers?

3flp asks: "We've heard all about those coding projects where 90% of the code is done by one person. Unfortunately, on my current project it's me :-(. It's a comms DSP project with a lot of C & some assembly. My team of 4 will hopefully produce about 20k lines of code. Now comes the problem: we just got to our first small integration stage (we do try to do them early & often), and it turns out the other guys have got nothing. No code. I want to ask Slashdotters, people who have the experience with small software projects, how would you go about it? How to bring other less experienced coders up to your level and beyond? Or at least how to make them suck less, and if they get stuck on something, to just come and bloody ask for help?" This is something almost every developer has had to deal with. For those of you who have experienced this, what did you do about it and how did things turn out?

"Deadlines are super-tight (what else is new)... but all 'my' parts are ready on time, and I enjoy what I'm doing. After about a month of design and two weeks of coding, I've got about 50% of my software features. The others definitely do understand the requirements and the design, because we had plenty of discussions. 'All right, lets get what you've got so far, we'll just try the interfaces, even if your code doesn't do anything much yet.' 'I haven't tried to compile it yet.' Then I looked at the little code they've produced, and it's a disaster (abhorent coding style, serious logical mistakes, etc). Obviously, these guys understand the 'domain' problem (I would think that's the hard part), but suck at coding (which is apparently the really hard part for them).

Hiring new people this late in the project won't work, as anyone who has read 'The Mythical Man Month' knows. On this project, I have a de-facto role of a software team leader. Before, I've always been just a coder, not responsible for others. So okay, I'm doing fine with my part of coding, but that's no use. If others don't catch up quickly, we'll have serious problems delivering on time. I need to stop hacking on 'my' part of code, and help elsewhere. They definitely do understand the requirements and the design, because we had plenty of discussions. 'All right, lets get what you've got so far, we'll just try the interfaces, even if your code doesn't do anything much yet.' 'I haven't tried to compile it yet.' Then I looked at the little code they've produced, and it's a disaster (abhorent coding style, serious logical mistakes, etc). Obviously, these guys understand the 'domain' problem (I would think that's the hard part), but suck at coding (which is apparently the really hard part for them).

Obviously, I need to look into some way of helping or motivating, but without putting them off. I could just take over someone else's module and code it in no time. But if anyone did that to me... well that's out of the question."

19 of 537 comments (clear)

  1. How to motivate your codevelopers: by johnthorensen · · Score: 5, Funny

    Block "http://www.slashdot.org" at the firewall :)

    -JT

  2. Bad programmers don't change. by sllort · · Score: 5, Insightful

    My experience is that while some new programmers are destined to become good programmers, experienced programmers who don't write code rarely improve. My advice is to make sure there is tons of visibility and documentation early as to who is actually doing the work - and make sure management has access to this visibility. From that point, it's the responsibility of management to do their job and manage the resources they have. Taking this role upon yourself is usually a mistake.

    1. Re:Bad programmers don't change. by msobkow · · Score: 5, Insightful
      After 15 years in the industry, I'd say there are three classes of software developers:
      1. The natural coder. This is the person with an intuitive grasp of technology, who sees the similarities in software architectures and reuses concepts across disparate technologies. Alas they are rare, maybe 1/10 qualify.
      2. The "steady Eddie" programmer. The vast majority of support staff, documenters, etc. are "steady Eddie" types. They do the job, they follow instructions and designs, but are not necessarily creative or intuitive about it. They're the people who form the corporate infrastructure, and about 7/10 fall in this category. They are much slower than the natural coder, but do get the job done.
      3. The clueless wannabe. Fortunately there aren't too many of these on projects I've worked on, but there are still more of them than natural coders -- I'd say about 2/10.

      The original poster's commentary indicates that it's a relatively young/naive developer who is either a natural coder or a steady Eddie with an overblown ego doing the writing. Either way, I am guessing that he is quick to grasp concepts and ideas, and gets easily frustrated with people who don't -- and it shows. Even if such people try to be understanding or are "open" to questions, the way they phrase their answers is often intimidating to their peers.

      You need to make sure people understand the project is truly a team effort, not a blame game, and encourage questions. If no one is asking questions, check with them daily to see how they are doing, but handle it as an offer to help out or clarify specs rather than just getting their status.

      Learn the skills of your people. Those who can't code are often good at other things -- debugging, screen layouts, build management, etc. Very few people are actually useless, they just aren't necessarily good at what has been assigned.

      When working with a team of juniors, start out by creating the outline of the code -- makefiles, interface headers, and stub code. Don't get into the details of your code -- make sure the overall project has been outlined. It helps juniors a lot to have a solid interface they are expected to implement, and it helps to modularize the system code.

      When people ask questions, don't give them the answer, even if you know. I'm serious! Guide them with questions that lead to the answer, but let them come up with the solution if at all possible. This helps them to learn how to think (your questions show what they should be asking and thinking about), and they gain confidence by coming up with solutions "by themselves."

      Ignore all the postings you've seen about beer, pizza parties, and threats of layoff or termination. You'll never succeed with a project if you are wasting your time and budget on frills and turning your staff into nervous wrecks.

      If you do encounter a truly useless clueless "developer" who just doesn't "get it", make sure they're working on something non-critical and that their access is restricted. If you have to keep them on the project, try to use them as testers or for "grunt work" like build management. Even the most clueless person can follow a checklist to test software or compile code, and sometimes they can actually become quite good at it. Believe it or not, you need people who will be happy doing the mindless work -- most of the work on a large project is mindless.

      Don't create your schedule on the assumption that everyone is going to code as fast as you. Be realistic, and then double the time allotted. Sad to say, I've often found that still doesn't allow enough time for some people.

      If you find anyone on the team playing the blame game, snuff that thread. If someone complains about weak specs, redirect the discussion to suggestions about how to improve the specs. If someone is blaming other people for being late with interfaces they "need", redirect to a discussion of modular programming and how the interfaces can be designed without a full implementation. Whatever you do, don't let people get away with blaming others for their own shortcomings.

      Perhaps most important, don't use the "big stick" of layoffs and termination to encourage people to work. If they are any good, you'll just scare them into finding another project, leaving you without resources. If they really are useless, no threats will improve their skills and you're going to turn the team into quivering, terrified blobs who would rather chew their own arms off than ask you for help or guidance.

      Failing all of the above, make sure that management is aware of delivery issues and potential schedule changes early on. Even if you think you can recover lost time, make sure management knows the time has been lost so that it isn't a surprise if things don't turn out as you hope. Ensure that you've got a feature prioritization so that you know which features to sacrifice if it's critical to get "something" out for a given date.

      Finally, keep smiling and keep it light. When all is said and done, it's just another project, not your life, and you'll only get ulcers by stressing excessively. More often than not things don't work out as you'd like, so learn how to manage them in the direction you need when they take a turn.

      Being an arrogant SOB myself, it took me years to learn to be more gentle with my coworkers. Rather than bluntly stating my disappointments, I find it's much better to provide them with the interface headers (potentially with stubs), and let them code from there.

      --
      I do not fail; I succeed at finding out what does not work.
    2. Re:Bad programmers don't change. by 0WaitState · · Score: 5, Insightful

      Best Post! This guy gets it. Only thing I would add is the use of code reviews, first as a teaching tool (review the better coders' work first), then to improve the lesser coders quality after they've gotten accustomed to the review process.

      --

      Remain calm! All is well!
  3. Don't be an ass. by joshamania · · Score: 5, Interesting

    Number one, don't be an ass. I've been on projects where I've been treated as something less than human for asking questions. That is not very conducive to productivity.

    If you truly want to bring the "lesser" coders up to speed, you're going to have to make an investment of time. You may even want to consider pair programming for a period of time. Not only will it make the other coders familiar with your style, but it may make them aware of many "tricks" that aren't documented in your standard learn-to-program-in-21-days piece of garbage college course.

    1. Re:Don't be an ass. by tongue · · Score: 5, Informative

      I'd recommend pair programming in this case. Ordinarily, I think it isn't terribly conducive to getting a lot of work done, enough to justify two bodies at one keyboard. But in this case, it seems that two bodies at two keyboards is the functional equivalent of nobody at any keyboards.

      Pair programming will probably make them stay on task better, since they'll sort of "guilt-trip" themselves into it. When one of them has a problem, chances are the other will know how to solve it.

      Also institute daily builds using ant or somethign of that nature. That way there's no excuse for not having compiled the code--and when it doesn't compile, everyone gets a report. Another way to push the guilty parties a little harder to get their ass into gear.

      I think most of the concepts of extreme programming apply to your situation. Programming methodologies in general hold back great programmers, but their reason for being is to help mediocre programmers become good (and productive) ones. I'd say this is a textbook case.

      Also, having been both the 90%'er and the lazy fuckoff at various points in my career, i can tell you that motivation is everything. Pool tables and perks won't get the work out of them--they truly have to feel like a team, and feel like they're letting the team down when they slack. From your post, it would seem that you don't really feel the team effort either. I think that the most important change you can make would be to help foster that atmosphere. You also mentioned being the defacto lead on the project; don't assume that position unless its given to you by someone with authority to do so. It pisses off your coworkers.

  4. Its a tough job and a somewhat dangerous one.. by cOdEgUru · · Score: 5, Interesting

    (1) People hate other people tell them that they suck at something. Whether they tell you that they are open to constructive criticism or not, they still would hate you.

    (2) Sometimes its just easy to laterally move developers from one project to another if they are not being productive, than bringing the whole team and the motivation down. This could be done without raising any suspicions and with diplomacy.

    (3) Sometimes constant probing helps, sometimes it doesnt. Reminds me of the dibert cartoon today where the guy wont do a thing without some sort of threat. He may not need to be threatened but send the PM to him every couple of hours anyway. Sometimes this could be detrimental to his position, but atleast he might realize somethings wrong.

    (4) Theres shit happening everywhere and in every other company. This guy could just be freakin out about his job, his family, his wife, his parents and everyone he has to support if he loses his job. And hence instead of working hard to sustain his job, he might do the other, by wasting time getting more tense day by day. Its better to have the PMs or someone else from the team he confides in, to talk to him. But then again, that just might shoot his stress level through the roof.

    (5) There are some people who just suck at certain stuff, it could be coding, communication or inability to gather requirements from the right people, and in turn building stuff that theres no need for. You will have to address these issues from the team leader level, keeping your team focussed towards the common goal

    (6) These are people we are talking about here. Sometimes nothing works. Thats the way it is.

  5. Fire them. by Spud+the+Ninja · · Score: 5, Insightful
    I could just take over someone else's module and code it in no time. But if anyone did that to me... well that's out of the question.

    It's not out of the question, it's the answer. Not doing the job you were hired for is a fireable offense.

    Show them the coding standards that are to be followed. Show them the requirements. Show them the deliverable date. If they can't make those 3 things come together to the degree neccesary, show them the door.

    --
    You can never put too much water in a nuclear reactor.
  6. Mentoring... by CommieLib · · Score: 5, Insightful

    I've mentored a number of number of programmers, successfully, at least in our collective opinion. I think the key lies in the idea that "a question well-asked is half answered."

    Most new programmers tend to come to me with nothing more than a vague sensation of "it doesn't do what I want it to." The proper reply for this is "come back to me with a good question." Until they can do that, they cannot be helped.

    Once they have a good question, don't give them an answer; give them the other good questions that lead to / issue from that question.

    Once someone knows how to ask good questions, they're halfway to becoming a good programmer.

    --
    If your bitterest enemies are people who hack the heads off civilians, then I would say you're doing something right.
  7. Re:Pair Programming by IamSorrow · · Score: 5, Informative

    This is part of Extreme Programming, if all you do is implement paired programming you will fail, in order for pair programming to be sucessful you should use as much of the extreme programming Philosophy as possible:

    Customer Team Member - Teams have someone (or a group of people) representing the interests of the customer. They decide what is in the product and what is not in the product.

    Planning Game - XP is an iterative development process. In the planning game, the customer and the programmers determine the scope of the next release. Programmers estimating the feature costs. Customers select features and package the development of those features into small iterations (typically 2 weeks). Iterations are combined into meaningful end user releases.

    User Story - A User Story represents a feature of the system. The customer writes the story on a note card. Stories are small. The estimate to complete a story is limited to no greater than what one person could complete within a single iteration.

    Small Releases - Programmers build the system in small releases defined. An iteration is typically two weeks. A release is a group of iterations that provide valuable features to the users of the system.

    Acceptance Testing - The customer writes acceptance tests. The tests demonstrate that the story is complete. The programmers and the customer automate acceptance tests. Programmers run the tests multiple times per day.

    Open Workspace - To facilitate communications the team works in an open workspace with all the people and equipment easily accessible.

    Test Driven Design - Programmers write software in very small verifiable steps. First, we write a small test. Then we write enough code to satisfy the test. Then another test is written, and so on.

    Metaphor - The system metaphor provides an idea or a model for the system. It provides a context for naming things in the software, making the software communicate to the programmers.

    Simple Design - The design in XP is kept as simple as possible for the current set of implemented stories. Programmers don't build frameworks and infrastructure for the features that might be coming.

    Refactoring - As programmers add new features to the project, the design may start to get messy. If this continues, the design will deteriorate. Refactoring is the process of keeping the design clean incrementally.

    Continuous Integration - Programmers integrate and test the software many times a day. Big code branches and merges are avoided.

    Collective Ownership - The team owns the code. Programmer pairs modify any piece of code they need to. Extensive unit tests help protect the team from coding mistakes.

    Coding Standards - The code needs to have a common style to facilitate communication between programmers. The team owns the code; the team owns the coding style.

    Pair Programming - Two programmers collaborate to solve one problem. Programming is not a spectator sport.

    Sustainable Pace -The team needs to stay fresh to effectively produce software. One way to make sure the team makes many mistakes is to have them work a lot of overtime.

  8. Different working styles by Nomad7674 · · Score: 5, Insightful
    One point many of the posts so far have ignored is the fact that some of these programmers may not really be so bad, they may just have a different working style from you. My own personal style for creativity is to absorb information en masse for a period of time and then output a mass of stuff in a very short period of time. For my coworkers who spec, diagram, and plan out each microstep of their work, it can sometimes seem like I am doing nothing. They feel they have pages 1 thru 7 of their spec complete and I have nothing. Then suddenly three days later I am done and they are only on page 10.

    The critical thing to manage different working styles is to clearly communicate your expectations. If your coders see a general project plan, they may well assume that the milestones you have set are "guidelines" and not requirements. If so, they will instead be aiming at whatever they consider to be the drop-dead milestones. But if you clearly get across that every milestone must be met then each person can manage his/her own working style appropriately... even if they may have to come to you and explain that the deadlines you have set will not work for them.

    That is my 2 cents. It is also possible you just have an unmotivated, unskilled team and all of this "work style" stuff I am saying is irrelevant. But I find too many managers (both newbies and veterans) assume people are identical plug-in replacements which work the same way they do. Humans just don't work that way.

  9. Re:Pair Programming by HisMother · · Score: 5, Insightful
    > if all you do is implement paired programming you will fail

    Well, no. That's not true at all. In fact, XP advocates universally recommend what Kent Beck attributes to Don Wells in the first XP book:

    1. Pick your worst problem.

    2. Solve it the XP way.

    3. When it's no longer your worst problem, repeat.

    You shouldn't and actually can't adopt XP all at once; you have to start somewhere. And for this guy, pairing is the place to start. You certainly can't recommend that these folks who can't squeeze out any code at all by themselves be encouraged to styart refactoring his code, can you?

    --
    Cantankerous old coot since 1957.
  10. Re:Don't motivate... by R2.0 · · Score: 5, Funny

    "One excuse I've heard is that if you don't have enough evidence that someone is not being productive and you fire them, they can sue you (WTF, I highly doubt that). "

    Allow me to introduce you to the term "At Will" employment. That means that one is employed at the will of the employer. If the employer loses the wiil to employ someone, they can be let go with no reason whatsoever.

    HOWEVER...

    Thia only applies if one is male, white, under 40, has no disabilities that fall under the scope of the ADA, and (in some states) straight. If you are not one of these, you fall into a "protected class" and, although one can still be fired, the employer needs to document it REALLY well.

    --
    "As God is my witness, I thought turkeys could fly." A. Carlson
  11. Typical geek responses by joshamania · · Score: 5, Insightful

    One of the big problems with geeks is that they can be assholes, as you may witness by some of the replies to my first post.

    Did y'all even read the whole original story? This guy has a problem that he needs to fix right now . Firing people for two weeks of uselessness isn't going to solve the problem. If you haven't read The Mythical Man Month, go read it now. Bringing on new programmers half way through a job often makes the job take longer. Firing the old, less effective folks, and bringing on new folks is going to do just that. At the very least, the programmers that are there know the company and know what the project is and know all the other people on the project.

    The original poster did not ask "what should I do?", he asked "how do I make these people more effective?". Hiring replacements can sometimes take months, and when you do so, you're not guaranteed that the new programmers are going to be any different than the folks you just fired. So let us focus on how to solve the problem, not make it worse.

  12. Use slashdot to your advantage... by orius_khan · · Score: 5, Funny

    Block "http://www.slashdot.org" at the firewall :)

    Personally, I just complain about my co-workers on the front page of Slashdot... they all get pissed and quit, and then I can replace them with new people who know what they're doing. Seems to work....

    --
    Sometimes the best solution to morale problems is just to fire all the unhappy people.
  13. Re:Pair Programming by st.+augustine · · Score: 5, Insightful

    Except in the Real World where you don't have enough developers for people to work in pairs all the time
    This is a common fallacy, and a lot of us at the company where I work believed it until we'd had a few weeks of exposure to pair programming. Over the long term, two developers working in a pair will be at least as productive as they would be working alone -- first, the code they produce has fewer bugs; second, there are now two people who can maintain that code, so you've lowered your truck factor; and third, while they're pairing they can't be reading Slashdot.
    and the project is too big for everyone to understand every part of it.
    We thought that, too. But you don't need everyone to understand every part of the project. What you do need is for more than one person to understand each part of the project. I'd estimate that with most areas of our software, there's one person who knows it inside and out, one person who's at about 70%, and two people who are at 20-30% and could get up to speed quickly if they had to. (For reference, this is in a development team of ten, with a large multi-tiered cross-platform Java/C++ project containing about 1200 classes.)
    Also, when I'm deep in "the zone", I don't want to be bothered by someone leaning over my shoulder.
    No offense, but I hate trying to debug really tight code written by someone else who was deep in the zone. Unless we happen to think a lot alike, it's often a real bastard to try to understand what in hell they were doing. Pity your fellow developers and allow them some insight into your thought process. :)
    And when I'm following a very careful train of thought while trying to debug a once-in-a-while seg fault, I definitely don't want to be interrupted.
    If your pairing partner was with you when you started the train of thought, they wouldn't be interrupting you.
    If I want help, I'll go ask for it.
    Yes, but will you ask for it when you need it, or only several hours later when you've given up on figuring it out on your own?
    --

    -- Some things are to be believed, though not susceptible to rational proof.
  14. My Nightmare Project... and the saveing grace. by dallask · · Score: 5, Informative

    I certenly feel your pain, I am currently the driving force in a 60,000+ code project. We (three of us) have speent a year on this project, and as of today, I have written 52,000 lines of code... and debugged all of it.

    Now, I am the project lead, which means that the 5 month late period falls directly on MY head. Looking back on my mistakes, I have enough information to fill one of those "What NOT to do" management books that you have on your shelf... but here is what I have learned...

    1) Make short, small, and precice yet reachable goals which every team member of your team must meet. If they cannot meet these deadlines, make it known that their job is on the line if they dont have a damn good reason.

    2) Make it a habbit of looking over sholders. NEVER trust that the self touted code guru has what it takes... look at their code ever few hundred lines, or every few days.... it dosent take long to glance at code to know if its good or if its crap.

    3) In large groups, impliment a peer review type system. Every week, pick one guy, and pass arround a few hundred line of his code. Pick the code randomly, and you might not want to tell the group whos code it is, there will be no anger direction that way... I found that helps. If the group can follow it, (they dont have to know exactaly what it does, just follow it), then ok... but out of a group of 5, there will be one that gets it just right, 2 that thinks its ok, and 3 that thinks it needs work. Have everyone present constructive criticizem of the code format, codeing methods, commenting, and structure to the group as a whole. The whole group will learn from it, and so will the author.

    4) HAVE WELL DEFINED AND DOCUMENTED CODE STRUCTURE PRACTICES!!!! I cant type that in caps enough... if everyones code looks the same, and acts the same, then if you DO have to kick one of them off the team, anyone can pick it up and run with it.

    5) If you choose to pick up all the work, then people will let you do it all... the trick is to EXPECT them to do the work! Make them accountable for missing a major deadline.

    6) If payment for this project is dependant on meeting deadlines to the client, then make payment to the developer dependant on meeting project deadlines. You have no clue how hard people will work when rent is on the line. :) it is a brutal tactic, but so is the business...

    7) Just remember that your not 'Uber Coder... no matter how good you are, your not going to carry the whole project yourself and get it in on time. But if you can make your coders accountable for their own work to the whole group... then you just might make a better group.

    Thats my humble advice, now... as for my saveing grace... I have had to carry my project because I learned these lessions the hard way... but the client is pleased with my work, and now, I know.

    Pre-Sig : My spelling sucks because Microsoft hasnt implimented a spell checker into IE.

    --
    The Code Ninja is swift with his tool, precise in his delivery, and deadly accurate in his execution.
  15. Re:It's been said, but.. by Doomdark · · Score: 5, Insightful
    5. Install Web-tracking software on their PCs and/or the firewall. They are obviously losing the time somewhere, and it's probably due to web browsing.

    I agree with some of your points, but I completely disagree with this one. From my POV, people have to be motivated somehow. Usually (or at least usually for me) it's because people have professional pride, somehow they feel what they do is important and/or interesting. Hopefully both.

    If they go to Slashdot instead of getting something done, it's not because they can go to Slashdot (or if that really is the problem, they are weak spineless losers who should be fired right away). It's because they prefer that over working. Preventing them access there won't boost motivation or morale. You'll just be plucking small holes in the dam, to no end. On the other hand, if they do deliver and then browse weird web sites, who cares?

    Programmers are not factory workers. They don't avoid doing job they like. But if they don't like their job (whatever the reason is -- from jerk boss to boring assignments to incompetent coworkers), they may well do something else. But this something else is usually "anything else", not just specific things you need to block.

    In short, motivation is the key. Motivation, skills and experience -- threats can only gain minor temporary motivation ("I can't afford to lose this shitty job"), and never improve their skills (nor constitute useful experience).

    --
    I like paying taxes. With them I buy civilization -- Oliver Wendell Holmes
  16. *Why* aren't they coding? Good/bad? by billstewart · · Score: 5, Insightful
    What we have here is a failure to communicate. If you're surprised, it's not just a problem with them....

    You need to understand why they're not coding. Here are some possible reasons:

    • They're still trying to clarify the requirements. Some projects have well-defined requirements, but many real ones don't, and maybe their parts are fuzzier than yours, or maybe they need help understanding them.
    • They're still designing interfaces and test plans, and are wisely not writing code until they know what it should do and how to do it right. Maybe your part has more obvious interfaces than theirs, or maybe they need some help defining them, or maybe you're rushing off writing code before you've done your critical design work. Writing code is only the middlish 10% of the job.
    • Maybe they're trying to build tools they need to build their real code. This could be forward-thinking planning, or it could be they don't realize the resources they've got available and need help finding / getting them.
    • Maybe they're underskilled and over their heads and don't know how to do the job - but apparently you haven't been communicating with them, and also apparently they haven't been communicating with you.
    So talk with them first and find out what's going on. If you can't come to an understanding, find a manager to help -- I don't mean a Boss to tell them what to do, I mean a Manager to actually manage the project and people. You probably need one of those anyway, and sometimes programmers can do that but sometimes they don't have the people skills to do it.
    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks