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Building a Better Development Team?

mlawmlaw asks: "I'm part of a development team that provides internal applications for a large pharmaceutical company. The team consists of about a dozen members, some coders, some application developers, and some vendor managers. About twice a year we do some sort of group exercise that almost always focuses on team building. After doing this for the past few years, we have found that while we have built a team that works well together, we have missed the boat when it comes to developing other team skills. We need to focus on better ways of identifying and solving technical problems and developing stronger critical thinking skills. But how do we do this? Teambuilding was easy, bring the team together and do exercises in trust, recognizing diversity, and discovering your teammate's backgrounds. So I am asking the Slashdot community, what have you found to be effective in building a better team other than exercises in teamwork?"

18 of 60 comments (clear)

  1. team effectiveness by sribe · · Score: 5, Funny

    Hire people with strong critical thinking skills ;-)

    1. Re:team effectiveness by GebsBeard · · Score: 2, Insightful

      Actually this is tagged funny but it is largely true. Supercharged teams are the stuff of legend and the subject of intense study and invariably they are composed of individuals several cuts above the average. When you have the right team members and it gels - look out. You won't need navalgazing sessions for it to happen. For developers this could mean a massive explosion of quality code beyond what could be generated by a group 3x the size. The trick isn't necessarily in "fostering" those teams as much as identifying them when they happen. And a lot of times they come about merely by happenstance.

  2. Teambuilding by sunryder · · Score: 2, Insightful

    Teambuilding was easy, bring the team together and do exercises in trust, recognizing diversity, and discovering your teammate's backgrounds. So I am asking the Slashdot community, what have you found to be effective in building a better team other than exercises in teamwork?"

    Hmmm...sounds like someone has been taking all those Dilbert cartoons seriously... ;)

    OK, jokes aside, sure you trust each other, but are you friends with one another? There is a very important distinction and I've found that friendship is far most important than trust. I don't always trust that my co-workers (and subordinates) will do things "correctly" or even their best. But for the most part they are also my friends and I feel comfortable approaching them if there is a problem or just some task to work on.

    How about doing something friends might be more inclined to do rather than team building exercises? Go mountain biking, paint-balling, rock climbing or hiking together.

    There are also things you can do at work. We play Frisbee, Starcraft, or just hang out at lunch. It's not only fun and relaxing, but it builds up the relationships between everyone.

    1. Re:Teambuilding by Kris_J · · Score: 3, Funny
      OK, jokes aside, sure you trust each other, but are you friends with one another? There is a very important distinction and I've found that friendship is far most important than trust. I don't always trust that my co-workers (and subordinates) will do things "correctly" or even their best. But for the most part they are also my friends and I feel comfortable approaching them if there is a problem or just some task to work on.
      YUCK!

      I'd much rather be able to trust someone to do their jobs than be friends with them. But I suppose that if none of you get anything right you all spend a lot of long days together. Me, I have actual friends outside of the company.

      A company full of incompetent friends and an empty sack is worth the sack. Which is what some of your friends sound like they should get.

    2. Re:Teambuilding by Twylite · · Score: 3, Insightful

      I am far more interested in professional behaviour than friendship. Leave your emotions, personal problems, politics, ego and anything else I may not like about you and you may not like about me at home. I don't want to have the opportunity to dislike someone because of their interests, views or behaviour - it makes for trouble in the workplace. And this is a big danger in teambuilding, and why teambuilding often does not work well, especially in the tech community in which you find heros.

      I consider myself Pretty Damn Good. That doesn't mean I'm above asking colleagues for help if I think they have experience with a particular problem and can help me solve it faster than I can alone. It also doesn't mean I look down on people who ask me. Being a professional means behaving in a manner which looks out for the interests of the job as well; so learning and teaching are all part of life.

      --
      i-name =twylite [http://public.xdi.org/=twylite], see idcommons.net
  3. Feature Driven Development by aaronli · · Score: 4, Informative

    Try looking into some of the techniques used in Feature Driven Development.

    http://www.nebulon.com/fdd/index.html

    Part of the impetise for creating this methodology was to produce a project structure that naturally builds (and rebuilds) a competent team.

  4. Time for the Ultimate Geek response... by OwnerOfWhinyCat · · Score: 2, Interesting

    Roleplaying will do this well. Contrary to Hollywood's portrayal, it's not a game for those unable to cope with this reality. It's a game for people who like analytical challenges. Among it's many team building advantages, is the revealing, to a group of people, how each of them solves problems. It exposes weaknesses in people's analytical thinking, and allows people who don't have the "right" answers to sit back and watch how those who do came to them.

    It doesn't have to be AD&D either. Among many other varieties, the Science Fiction role playing games are very appealing to geeks and don't have nearly the "I'm a disconsolate teenager" stereotype attached. Nothing says "That was a bad analysis," better than a decision that everybody "buys into," that consequently gets all their characters killed.

    If your group of people can't be persuaded to go this route, then an alternate that I experienced was to get the team involved in a team member's hobby. In trying to trick out a friend's car with a Linux-based, head-up-displayed engine monitoring system, I learned to observed the things that stalled that project in my work projects all the faster. Now my planning phase for a new project involves more thorough research into hardware suitability, than it did previously. I learned this "the hard way," but on a project that didn't affect my income.

  5. Some suggestions by Alpha27 · · Score: 5, Interesting
    The main thing is to ensure everyone knows the following:
    • all individuals know the overview of the product, timeframes, and who is doing what in a general sense.
    • project managers have a good ear (figuratively speaking) and a knowledge for the technology, since that will be your point person with everyone. I think it's imperative to have a tech person with many years of experience as the PM since they have been in the programmer role and have a very good understanding of what's going on. If this person can get to know more than just what the thing does, such as howit works, then that person can help to identify any potential problems that might arise in other development areas.
    • code review, alot of people agree with it, but very few do it. "code review takes time" well fixing bugs or seeing wacky coding takes time as well, and if you get it right the first time and not rush it, then you should be ahead of the game. this can also be done with extreme programming with paired workers
    • have a road map available at all times. I've seen places with no clear map written down, and just general stuff floating around. I'm at least seeing user storys used, but those user stories should be feed into a larger document that details the project in all
    • have a list of everyone's skill sets available, making it easier to identify someone who might be familiar with a particular library, or personal experience

    one other suggestion I would throw in: It might help to rotate the members around a bit with different job assignments. For example, One person might work on fixing bugs, the other on adding features; flip the rolls, and have the two talk with each other about their processes in the job function and see if they learn from each other.

    and most importantly, do the bar thing. it sees that thursdays works out best for people. you can all swap previous work condition stories. like "I remember when we had this one programmer who would store ALL OF THE USER'S DATA INCLUDING THEIR CREDIT CARD NUMBER in an unencrypted cookie, and my supervisor wouldn't fire him because he owned (as in responsible) the code for the registration."

    =)

  6. Excellent post but I have one more... by ajuda · · Score: 2, Informative

    Let developers know what they are building BEFORE they start building it.

    1. Re:Excellent post but I have one more... by Alpha27 · · Score: 4, Informative

      I feel you can do both. There is an importance for all involved to know what is it that the application should do before a line of code is started. It's like taking a road trip, I'm going from point A to point B along this route. But somewhere along the route I learn that one of the exits I was supposed to take was closed due to unforeseen events, so I take a short cut, it adds some time to my trip. I get back on course, and learn from someone along the way (you have to take a pitstop everyonce in awhile) that there's a short cut, I take it and save time.

      Ultimately, everyone knew where we were heading, what we needed to do to get there, and how to compensate for unforeseen events. The same thing can apply to software design. You need to know your overall goal. That overall goal will never be the same as it will be when it's done, because we are creatures of trial and error. If you're building something for the first time that's never existed before, there's bound to be some changes. You probably won't drastically differ from the overall idea; ie: making a RTS game instead of the original idea of a turn-based rpg, unless the market just one accept it. Remember, we are creatures of trial and error. Somethings work the first time, and sometimes they don't. And when they don't you take a different approach to make it work.

      I've worked in a situation where we built an in-house shopping cart system with user-filled products for a wholesale market place. Once we built it, we ran into something unexpected, we didn't account for item types. Sure we had the name of the item, the description, but we had no way to say in the system that a 'cap' and a 'hat' were the same. The shopping cart did everything as requested from the overview, but that one glitch, prevented a more enhanced search system.

      As for building things that are already out of date, we still use software that is years old, does it mean that it's out of date? Well if you wish to equate the original planned designed to the outcome of the product, then yes it's true, but just because something might be out of date in that respect, doesn't mean it's out of use. So I'm not entirely sold on the out of date argument.

  7. Book: Working With Emotional Intelligence by shunnicutt · · Score: 3, Informative

    I've just finished this book, written by Daniel Goleman, and I heartily recommend it.

    Its premise is that there are different emotional competencies, and that these competencies distinguish outstanding performers from the merely average. One of the points is that the technical skills required are merely the threshold -- you have to meet these requirements to get the job. How you manage yourself and your relationships with others is what makes your breaks you.

    The studies mentioned indicate that the more technical the job -- the more rarified the subject matter -- the more these emotional competencies matter to job performance.

    This isn't a self-help book. However, it does break these competencies down into several areas and discusses each one with research and anecdotes.

    Most important, it has a chapter dedicated to what you should be looking for in training programs that purport to increase the emotional competency of the people being trained.

    Seriously -- go to your public library and check it out. Just being aware of these factors gives you a different perspective on your day-to-day life.

    1. Re:Book: Working With Emotional Intelligence by brmic · · Score: 2, Interesting

      erm, sorry, but that emotional Intelligence stuff is mostly bullshit, especially Goleman. He continuously misrepresents facts and his selection of empirical studies is highly biased. Fact is, in almost all cases people who do well at their job are satifisfied and happy, not the other way round. It's charming to believe it might be the other way round, to believe, that e.g. exam anxiety/worry is something that keeps people from getting good grades, but in fact, the anxiety is mostly caused by incompetence. Admittedly, the causalitites in Psychology are not what you expect from say Physics, but at least Goleman is simply a peddler of hope, not of facts.

  8. You might try De Bono by WolfWithoutAClause · · Score: 3, Interesting
    Edward De Bono ran a course for developing critical thinking. He also came up with a hat system; the idea is you put on a particular sort of hat and try to think in a particular way- today, I'm wearing my creative hat, or a what can go wrong hat or whatever.

    You could try running one of those courses I guess.

    --

    -WolfWithoutAClause

    "Gravity is only a theory, not a fact!"
  9. Puzzle Day by cookd · · Score: 3, Interesting

    I'm not sure what you're asking, but if you are trying to come up with a team activity that would help them think hard, my favorite is "Puzzle Day". I've done it a few times, and I come off of it with the biggest high and a new confidence in my abilities to solve tough problems, as well as a respect for the abilities of my friends & co-workers.

    My teams were 10 to 15 people, but two teams of 5 or 6 would probably work. Come up with some fun but HARD problems. Hard means that 5 people working for 12 hours might solve 5 out of 10 problems. Try to have a theme.

    Puzzles come in all shapes and sizes. Cryptogram word-search puzzles are one example: take a word search puzzle, then replace all A's with G's, B's with T's, etc.

    The best puzzles are layered: After solving the word search, the uncircled letters make up the phrase "fear of the great mole rat", and the final answer to the puzzle is "Zemmiphobia". Then all of the answers to all of the puzzles come together to solve one final puzzle...

    Maybe this isn't your cup o' tea, but I sure found it fun...

    --
    Time flies like an arrow. Fruit flies like a banana.
  10. Re:hire me for a wekk to tell you what is wrong by PhilHibbs · · Score: 3, Funny
    hire me for a wekk
    What currency is that? What would it be in Triganic Ningis?
  11. Look at teamroles (belbin) by Reinout · · Score: 4, Informative
    You should spend half a day on Belbins teamroles with your team. Probably you can say to your personel department that you want to do a belbin course with your team, they'll hapily hire someone for a day to guide you through it.

    The generic idea is that there are 8 or 9 roles that surface time and again in teams. You've got someone sprouting ideas like there's no tomorrow. You've got some finishers that want to get the job done.

    • Every role contributes something to the team process
    • If a role isn't filled in the team, it creates certain problems (some are bearable, some disastrous)
    • A role can go awry and will exhibit known irritating behaviour.


    Once you know what roles are available in your team, you can start some serious thinking. You might miss the 'bitching' type that rightfully shoots wrong ideas before they're implemented. You might have too many captains on one ship. Etc.

    From what you say, it sounds like you're perhaps missing one or two roles in your team. It's very possible that one of the existing team members is perfectly capable of fulfilling that role (but doesn't know it or doesn't dare it). After such a session you at least know what's available and what's missing.

    Good luck!

    reinout
  12. Effective Communications by hol · · Score: 4, Insightful
    While having a solid development team (in terms of people that know and trust each other) is important, nothing, at least in my experience, derails a team faster than poor communications. Not just internal (which one would assume is good given the team is "built"), but external communications as well.

    The foundations of this:
    • Clear expecations:
      • Expectations management
      • Captured (i.e. written) expectations
      • Checkpointing those expectations
      • Prioritizing the expectations - some are more important than others

    • Bi-directional, effective communications to and from the team
      • Status reports, both individual and summary
      • Short meetings, with agendas, and action items at the end
      • Avoiding unneccessary people at meetings

    • As far as possible a time horizon

      It's so important for a development team to understand the general direction of what they are working on. That direction is outlined in the higher level project documentation, which comes from outside the team (with input from the architect, senior whatever, or someone else with a good idea of what is possible).
    • Change Management
      • Whether the policy is to control, embrace, or prevent change, it's coming. Get used to it.
      • The team (and better yet, the process) needs to have clearly stated what happens when a change needs to be accomodated.
      • When badly done, it affects team morale, no matter how good the team really is, and exacerbates the communications problems in general.



    Now I know this sounds like a tirade on development processes and stuff (and I know many readers are thinking "I am not going to work like a civil servant"), the point is that a certain amount of process can bring certainty into a team. What takes certainty away is lack of communications - management overreacts to lack of visibility, with astounding detrimental effect ;-)

    --
    - - - Non Caffeine Drink or Drink Error
  13. developing cricitcal thinking skills by angsuman · · Score: 2, Insightful

    Firstly you are better off hiring people who bring in problem solving and critical thinking skills.

    Few tips on interviewing for these skills: Have typical questions in your interview where you ask for previous experiences where they demonstrated their problem solving ability. Give them hard questions and see how they approach them and/or solve them. Pose hyporthetical situations and see their response.

    Even now you can selectively hire & fire to first get a proper team with the proper mix of skills and problem solving ability. Never be afraid to right-size.

    Once the team is built to your satisfaction.
    Have a strong problem solver in a leadership/decision making rols, so he can take on more challenges.

    On developing problem solving skills:
    1. Have brainstorming sessions to solve cri6tical problems where people are encouraged to speak out and mistakes are forgiven. People get encouraged to speak out in an open forum and good ideas emerge. follow the 7 hats way.
    2. Have sessions where real and imaginary problems are posed and time limit given to solve them. Evaluate the results and encourage the top performers while not discouraging others.
    3. Recognize and reward good problem solvers and make your ploicy known