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Programming IT Technology

Motivating Your Co-Developers? 543

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."

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Motivating Your Co-Developers?

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  • by johnthorensen ( 539527 ) on Friday July 26, 2002 @03:18PM (#3960433)
    Block "http://www.slashdot.org" at the firewall :)

    -JT
  • Beer. Lots of beer.
  • Use XP (Score:2, Insightful)

    by Anonymous Coward
    Extreme Programming works! www.extremeprogramming.org
    • Re:Use XP (Score:4, Interesting)

      by ultima ( 3696 ) on Friday July 26, 2002 @03:39PM (#3960682)
      My suggestion as well; in particular because extreme programming encourages one practice that improves productivity. Check out the website here [extremeprogramming.com] - and pay attention to the concept of "pair programming" where programmers work in a team. Putting a good programmer with a bad programmer for a moderate period of time will often raise the bad programmer's productivity (though obviously, it kills the good programmers productivity and maybe his attitude). So keep rotating the programmers around until things have become suitably efficient.

      The whole concept of XP is a bit awkward and works best in either a teacher/student model, or using expert programmers who know eachother well. Nowhere close to panacea.

      Not to mention the acronym sounds evil and M$-ish :)
      • Re:Use XP (Score:3, Insightful)

        by 680x0 ( 467210 )
        One benefit to pair programming that I haven't seen mentioned in this discussion yet. In addition to letting the bad programmers learn from the good, the project lead can see first-hand whether the bad programmers are lazy (in which case, they'll code just fine with you looking over their shoulder), dumb (in which case they won't get any better no matter how much you kibitz), or just inexperienced (should improve to some degree depending on their partner).

        Try the pair programming for a trial period (maybe just a week). With a better idea of where the other programmers stand, the poster will be in a better situation to know what the long-term solution is:

        1. Dumb - Fire them
        2. Lazy - Motivate them by whatever method you think will work
        3. Inexperienced - Continue pair programming if it seems to help, or find another way to train them
  • by Anonymous Coward on Friday July 26, 2002 @03:20PM (#3960459)
    Do you know why you make code readable and add nice comments?

    Because MOST of the time of a project is dedicated to Maintainence and Debugging. Writing the code is the smallest part. As long as your team UNDERSTANDS the code written, you should be better off during the debugging phase. Just say "Hey I spent all my effort writing it, you guys need to debug more than me to balance it out!" ;-)
  • by sllort ( 442574 ) on Friday July 26, 2002 @03:20PM (#3960461) Homepage Journal
    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.
    • by ergo98 ( 9391 ) on Friday July 26, 2002 @04:04PM (#3960921) Homepage Journal
      Whoever the project manager is should have recognized different skill sets or motivations very early on and pursued actions to rectify it. While about 90% of the postings to this thread have been "Boohoo, I'm out of work so fire them all!", the reality is that no business sustains with a "fire them all" mentality (which is why those posts are all by people working for someone else), and the reality is that almost every talented employee has periods of low productivity [joelonsoftware.com], sometimes lasting for months. Again, these are just basics of human nature that one has to recognize and plan around.

      The reality is that people are motivated by varying things (and "fear of being fired" is the #1 worst motivator and is the cyclical spiral to oblivion for any organization), and a good project manager understands how to understand and utilize those motivations (and it very seldomly is $, by the way): The biggest ___KILLER___ to motivation (and it's a killer in the sense that people will write garbage code, if any at all, regardless of their skillz) is a project death march: A project that has no hope in hell of ever being finished, and is absolutely guaranteed to be killed. Any talented coder will have a brain gnawing at them screaming "THIS IS A WASTE OF TIME!", and the truth of the mater is that in the end, sitting around reading Slashdot all day, or dutifully spitting out lines of code, has the same net result: The project is canned and the code is deleted. There are many projects out there like this, pursued by managers with agendas and severe myopia: If your project is like this then good for you, but realize that it won't be long before you too spend your days wishing for 5pm to hit.
    • by msobkow ( 48369 ) on Friday July 26, 2002 @04:14PM (#3961001) Homepage Journal
      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.

    • make sure management has access to this visibility

      You've got it made. Management will surely know that you've been doing all the work - because right now you're working with your future management team. So try not to piss them off too much !

      The Earth is truly flat - it's only space that's curved

  • Don't motivate... (Score:2, Insightful)

    by tomblackwell ( 6196 )
    Have them replaced.

    There are other developers out there. Some of them actually produce code.
    • I unfortunately have become jaded enough to agree. (heh, your initials aren't JP and you don't work for HP right?)

      If you have sufficient weight in the group, then, you need to take over the project, fire the other developers, and start interviewing.

      There may be an option...

      You do all or most of the thinking, they do all the monkey work. First-year comp-sci stuff... build them up slowly when they show insight or improvement. If they can do some of the assembly parts (IMO also monkey work) then have them do that.

      If they understand the project domain then make them write the test cases. Have them write the test divers. It's obvious these people need daily supervision, chat with them about what problems & challenges they're having on a daily basis. Review each other's code. Peer review is a great educational process.

      How's this? Fire the one that sucks the most. If you can hire a (one) ringer. If that doesn't work out or you can't find a really good programmer don't hire. If the other team members continue to not work out then let the others go and report that your project will be done by you... then ask for stock (or options) and early completion bonuses. ;->
    • by MadCow42 ( 243108 ) on Friday July 26, 2002 @04:21PM (#3961057) Homepage
      Have a coding contest...

      1st place is a new Cadillac
      2nd place is a set of steak knives
      3rd place is "you're fired"...

      It's worked before...

      q:]

      MadCow.
  • Don't be an ass. (Score:5, Interesting)

    by joshamania ( 32599 ) <jggramlich.yahoo@com> on Friday July 26, 2002 @03:21PM (#3960475) Homepage
    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.
    • by joshamania ( 32599 ) <jggramlich.yahoo@com> on Friday July 26, 2002 @04:39PM (#3961234) Homepage
      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.
      • Fire them. Now (Score:3, Insightful)

        by wowbagger ( 69688 )
        I must respectfully disagree with you - this guy needs to get these guys fired NOW, while at the same time explaining to his bosses that the schedule IS going to suffer in the short run.

        I had exactly this situation myself - I had a programmer who was totally incompetent. Unfortunately, his job title put him squarely in my critical path. I had MANY discussions with management about this, and every time it boiled down to "well, something is better than nothing, isn't it?"

        Wrong.

        We downsized, and he went. Now, I have a competent person filling the role. Guess what? We are having to rip out all the code the moron did, and re-write it. Because we were paying the moron's salary, we couldn't hire a good programmer to replace him. Because we wouldn't admit he wasn't up to snuff, we didn't schedule correctly. Because he didn't identify flaws in purchased code, now we have to live with them, because the service contract has lapsed.

        Joshamania is correct in that firing these people will slip your schedule, and that hiring new guys will slip your schedule. However, your schedule is going to slip, period - take a deep breath and get over it now. You can take a single slippage, or you can continue to hemmorage time through these bleeding assholes (now there's a vivid image, if I do say so myself!).

        Suck it up, fire the guys who cannot/will not get the job done, and get people who can. You cannot afford to pay someone who isn't pulling their weight.

      • by billstewart ( 78916 ) on Friday July 26, 2002 @09:30PM (#3962496) Journal
        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.
    • Re:Don't be an ass. (Score:5, Informative)

      by tongue ( 30814 ) on Friday July 26, 2002 @04:53PM (#3961338) Homepage
      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.
      • Re:Don't be an ass. (Score:3, Interesting)

        by joshamania ( 32599 )
        Exactly. A good bunch of idears there...

        I wasn't specifically thinking of eXtreme programming, but pairing two of your lessers will certainly add motivation. It's much harder to play freecell if you have another person sitting there watching you be a dipshit.
  • by drudd ( 43032 ) on Friday July 26, 2002 @03:21PM (#3960478)
    I don't mean to be heartless... but it sounds to me like these programmers are being paid while they don't do their job... i.e. produce something.

    If you pay a carpenter to build you a table, come back when they say it'll be done, and they have nothing... are you still going to pay them?

    It sounds to me like at least one firing is in order... if you're going to be past deadline, maybe you can make up for it by being under budget.

    Doug
    • If you pay a carpenter to build you a table, come back when they say it'll be done, and they have nothing... are you still going to pay them? There is so much more to this than money. At the most fundamental level there has to be some source of pride. I don't want to buy a table from a carpenter that doesn't get a rush out of creating something beautiful. It is extremely difficult dealing with people who have vastly different standards when it comes to work and creativity.

      That last sentance in the original question really sums it up. How do you deal with people when they either don't care or they don't take any pride in what they do. I see it all the time, and I don't have the power to just cut people off or fire them.

      Unfortunately you just have to suck it up, act in a professional manner, and hope that our good deeds will speak for themselves one day. Of course, given the way things work you shouldn't be too surprised when that isn't the case. Sometimes life sucks but other times it's only moderately lousy...

  • by cifey ( 583942 ) on Friday July 26, 2002 @03:22PM (#3960480) Journal
    Well assuming you can't fire somebody, I guess you have to pick the people you think are actually capable of performing and monitor them frequently, via emails and daily face to face discussions, the rest, just make sure they aren't on your next project team.
    • Programer's SHOULDN'T be micromanaged! The programmers I asscoiate with LOVE their work and don't need guidance..give them some documentation on APIS and a couple of weeks their up to speed. I have done work which I absolutely abhored...(device drivers...bLAH! Not sexy :) )and I did putz around...but at least I was a contracter and I knew once I finished it was over. When i hired programmers, I never looked at the skill..I looked at their passion. If you have passion for something, you'll GET the skill. If you have skill, but no passion, you'll always be mediocre.
  • Pick up the biggest wooden staff-like object that you can find, then threaten to bean them with it if they do not produce.

    Sure your'e not serious, but they don't know that.
  • by Yoda2 ( 522522 ) on Friday July 26, 2002 @03:22PM (#3960489)
    When starting a new programmer, I find it helpful to find some similar code to let them have a look at. Starting at zero can be intimidating. Changing someone else's code is a good way to learn until you know what you are doing. Daily reviews until they get going is unpleasant, but probaby necessary at this point. Make sure your team has access to good reference books. Reduce their modules to very simple components. Newsgroups, newsgroups, newsgroups.
  • by geophile ( 16995 ) <(jao) (at) (geophile.com)> on Friday July 26, 2002 @03:22PM (#3960490) Homepage
    Speaking from experience: If it's feasible, finish the project yourself. Don't count on people who have proven incompetent.

    If this isn't feasible: Either your product is vital to your company's survival, or it isn't. If it is, then it is your responsibility to let your boss know about your project's troubles, and his boss, and keep going until you reach the CEO, if necessary. If this doesn't work, then the next thing I'd design, if I were you, would be my escape.

    If your product is not vital to your company's survival, then either it will get done, slowly, and you'll have no life until you're done; or it will just fall apart.
  • Meetings (Score:4, Insightful)

    by Tall Rob Mc ( 579885 ) on Friday July 26, 2002 @03:23PM (#3960497)
    If you are capable of producing their work in a short amount of time, clearly you have an idea of how it can be implemented. Sit down with each one individually and get to finer details of their roles. Help write pseudocode, if necessary, and then let them actually bang it out. I'm suggesting, in a way, that you do it all yourself without quite doing it all yourself.
  • Let them know someone will get laid-off, and it's basically up to them to decide who. There's people outside lined up for their jobs, I hope they know.

    M@
  • by gosand ( 234100 ) on Friday July 26, 2002 @03:23PM (#3960500)
    Yeah, it sucks that you are the lead of people who can't do the work, but all you can do is lead. You can't make them work. I would go to the project lead, or your manager, and say what you said here: "If others don't catch up quickly, we'll have serious problems delivering on time. " Yeah, it might not be the nicest thing to do, but you aren't there to grab each other's asses, you are there to do a job. I assume you have already given them time to do the work. If you haven't spoken to them personally yet, do so. Tell them their code sucks, ask them why they don't have anything done yet. It is your ass on the line as the lead.
  • Here's what I'd do (Score:3, Insightful)

    by Bilestoad ( 60385 ) on Friday July 26, 2002 @03:24PM (#3960511)
    You bear some responsibility for allowing this to happen. Planning for an early integration is right, but you can't ignore everything up until that point. However, now it's happened...

    you have to seriously assess whether the people you are involved with are competent. If you're absolutely stuck with them (assigned class group, nobody else available) then you have to do two things. These are to plan on doing all the work yourself and to come up with a new schedule based on you having to do the whole project. If they contribute anything, it's a bonus.

    If you can get someone else who is competent, get them. Brooks was right but like most authors he is only 100% right when the situation exactly matches the one he experienced. If it just can't be done with only you then what choice do you have but to add someone else? I believe Brooks showed that you definitely experience gains when you go from one to two programmers, even from two to four. You just don't gain much at all when you go from one hundred to two hundred.

    Whatever you do make it clear to your manager/professor that you did the whole damn thing. Make sure each module is owned by the person who actually completed it. And if every module has your name on it, perhaps you'll take some credit away from an otherwise bad situation and the others will be assigned tasks better suited to their abilities in future.

  • As far as experience goes: Perhaps have less experienced people sit with you while you code, sort of like peer programming but it will be more of a learning experience for them. Encourage them to ask as many questions as possible durring that time. I think this may slow you down a bit for a while but in the end you will have more experienced developers.
  • a real answer (Score:4, Informative)

    by Jucius Maximus ( 229128 ) on Friday July 26, 2002 @03:26PM (#3960526) Journal
    Have a manager call a meeting with all of you for the purpose of demonstrating what you have so far. This will get your group into gear. Just have the manager send everyone an e-mail that the meeting will be in room number [...] at time [...]. Don't have the manager come and ask, "what time would be good for a meeting ... ?"

    I know from personal experience that this is a good motivator.

    • Good idea! My suggestion can be considered level 2: start docking pay until they get their ass in gear. If they don't understand something, it's their responsibility to find out. They're getting paid to write code. Any inaction towards that goal is acceptable cause to dock pay.
  • by cOdEgUru ( 181536 ) on Friday July 26, 2002 @03:26PM (#3960529) Homepage Journal
    (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.
    • >>>(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.
      You can't say their code sucks..that's a negative comment. You have to tell them thr problem. For example. If you made a deadline for friday to have such and such modules completed (you DID make a deadline, didnt you?), and they havent done it, ask them why? Are they having trouble with something? Do they have all their tools? Do they need Schubert in the background? Shit, use the company account and buy them a book if need be. I've bought books out of my own pocket to help my coders. There has to be an open line of communication. What is the problem they are having? Are they Lazy? Well, you can't stop the laziness.Hire a consultant for 2 weeks if you have to. Get a telecommuter who will bang code at home..Give him a CVS account, review the code and see what he can do. As a manager/leader it is your responsibility to keep those lines of communication open. The belief that "if you want things done right, you have to do them yourself" is a TOUGH one to break. I used to do it..and you usually come off as an arrogant prick. If they feel you'll just do it ANYWAY, they won't bust their horns, you get me? Like when you were a kid. If you didnt want to do something, you did a lousy job at it, so your MOM owuld do it and she wouldnt ask you again....same principle really. You have to let them know that THEY are accountable for their own code..not you.
  • Pair Programming (Score:4, Informative)

    by HisMother ( 413313 ) on Friday July 26, 2002 @03:26PM (#3960534)
    Two words: pair programming. Two people writing code together at one computer. One typing, one kibitzing.

    See www.pairprogramming.com . If you haven't tried it (and many people haven't) your reaction will be "that would never work, and I'd hate doing it." The truth is that it works very, very well, and people like it when they try it.

    By pairing with the newbies, you can mentor and monitor them Change pairs several time a day, insist that all code is written in pairs, and before long, you'll have a team of clueful people. Total team productivity will quickly rise.

    As I said, if you haven't tried it, you're almost certainly going to think it's a bad idea; turns out it's not. Anyone tempted to follow up with "that would never work, PP sucks" please go off and try it for a week, first.

    • Re:Pair Programming (Score:5, Informative)

      by IamSorrow ( 569285 ) <sean.d.fullerton @ g m a i l.com> on Friday July 26, 2002 @03:34PM (#3960632)
      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.

      • by HisMother ( 413313 ) on Friday July 26, 2002 @04:03PM (#3960910)
        > 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?

    • I agree! (Score:3, Insightful)

      Having played something of a leadership role in large projects involving people of various skills I will share what I have learned.

      1. Be open to questions. This will help them respect you as a leader. Make it know to everyone that if they need help then they should ask and you won't bite their head off. You might have to restrict the time if the question asking gets out of hand. Maybe only allow questions before noon. Then you can get your own work done in the afternoon.

      2. Spend time sitting down with each member of the group and code with them. Take turns writing the code. Again, do not bite heads off. Don't sit there and simply write their code for them. Explain the concepts that they are missing without belittling them. Have them pair up with each other as well. You will be amazed at what two idiots can teach each other.

      3. Dr. Pepper. Lots of it.

      4. Stress relief. Allow them to check /. once a day.

      5. Have a weekly one hour class. Have someone teach it once a week on some aspect of their code or a programming concept that is useful in what you are doing.

      I have seen people that I initially had very little confidence in become pretty proficient at doing their tasks. They didn't themselves in a vacuum, they trained (and motivated) each other.

  • Same Situation (Score:2, Interesting)

    by IamSorrow ( 569285 )
    I'm going through the same situation, with a developer, except in this case I need his work to be completed so that he can move on to a piece of the project that i need done, He's been developing (rather trying) a servlet that will send a file to a user. He's been at this for the better part of 2 months. I'm tired of his reasons why it's not done, so today I decided to see how hard it was to develop a servlet that does what I need (I do not know very much Java) Well wouldn't you know I have a prototype that will download a file and save it to a local directory after spending 3 hours on it, most of that time was spent configuring Tomcat and designing a web page. Now I have to explain to managment why I want this guy gone!

    My solution is fire him!
  • Fire them. (Score:5, Insightful)

    by Spud the Ninja ( 174866 ) on Friday July 26, 2002 @03:27PM (#3960539) Homepage
    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.

  • I don't think it's easy for them to "just come my and bloody ask questions" if your opinion of them is "suck" (from the "make them suck less" part). i mean... if you want the less experienced developers to feel comfortable asking questions and actually *care* about what you care about, then you'd better damn well care about them too instead of acting like (i am not accusing you of, but you may want to check if you are) an elitist who think they are just dumb ass drones.

    now -- i would say first is to set intermediate goals (divide project into smaller portions) and get daily updates. spend 15 min every day and see if they ran into any trouble with today's work, etc etc. this way deadline is always 8 hours away, and there won't be any CS-101 "i will wait till the night before the project is due" symptoms

    two -- get together with them and do some stuff -- be *friends* and THEN work-partners. an activity that requires no social interaction and gets a lot of bonding is 1) drinking. 2) drinking at a strip club. or golfing or whatever. when you guys are buddies, 1) they will feel at ease about seeking your help, and 2) they would hopefully get your vibe on the urgency of things. sidenote: be friendly but draw the line if people start to take advantage of this relationship

    3) plan for the worst and be prepared for extreme measures. "kill a chicken to demonstrate to the monkeys" is a badly translated old chinese proverb. if it's necessary, fire somebody and be prepared to take up the slack. if everything else fails this should get people into a more productive mode.

    well... that pretty much covers everything from holistic to draconian... so...
  • You should stop coding and force them to get their hands dirty. Do code review with each of them on a daily basis - use that to teach them how to write good code.

    You should also set task deadlines and adopt a "no surprises" approach -- it's ok to change a deadline, but to do so they need to give you advanced warning of the obstacle and ask you for help up front. You should set the deadline based on how long you think it *should* take. Give them lots of feedback on how they are doing, which means not putting up with any crap. Challenge them.

    Communicate to your boss that the others are struggling and that you are going to have to spend serious time mentoring. Managing up is very important, so spend a lot of time communicating to your boss on the tasks and progress of the others.

  • If you've got to integration and discover that some people haven't produced what it said on the plan they were going to produce you have already screwed up. That is not how to do project management.

    How to do project management is covered in many textbooks, but they'll all tell you to monitor what is going on, so you don't have a surprise on delivery date to discover that nothing has been produced, and take corrective action when you discover a problem.

    In a competently managed project you simply can't arrive at the position you describe. Sure, you can get useless programmers, but you should have discovered this and dumped them months ago. (Or, if you personally don't have the power to dump them, you could have screamed enough at higher management that you don't even need to say "told you so".)
  • I have seen this happen before. The project manager, or the Department Head will eventually recognize who have not pulled their weight. This is what we managers cover in "milestone overviews". These are Pre-planned development gauges to ensure that collaborative efforts synchronize. Additionally, they provide hard data at review sessions and for salary matrixing. Motivating your co-developers is not your job, leave that to the manager. That is what s/he gets paid for. Do your part, collect your pay, and just gut it out. Eventually the less apt and inconsistent performers will be out the door. Hell, in this market there are 10 COMPETENT developers waiting for a shot.
  • If your project needs any small utilities or tools (such as some build stuff or file utilities) get them to do these. They can write a whole program themselves, making it a personal project they are more likely to finish.
  • Mentoring... (Score:5, Insightful)

    by CommieLib ( 468883 ) on Friday July 26, 2002 @03:29PM (#3960577) Homepage
    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.
  • by theolein ( 316044 ) on Friday July 26, 2002 @03:30PM (#3960579) Journal
    Organise an informal meeting. Point out to them that the success of the project is dependant on them. Point out to them that if the project fails they might lose their jobs. Ask them why they haven't done anything. If they have no real reason tell them that you cannot work like this and will have to report this to management.

    I wouldn't go gung ho on them but you have to get some clarity on why they didn't do their work and you have to draw a line somewhere. Just make it clear to them.
  • === ANSWER #1 ===
    Do replace them.

    Really, They are actually slowing *you* down. Motivate them into another job.

    After that, hire a couple of proven contractors to catch it up. Contractors love short deadlines, and keep an eye out.

    === ANSWER #2 ===
    You stupid bastard.

    How long were they able to work without supervision? You are obviously not following any decent development methodology.

    At this point, you need an XP [extremeprogramming.org] style devlopment process in place.

    1. Put SHORT (1-2 week) iterations in place.
    2. Get a commitment of features that they will deliver.
    3. Have them code them
    4. MAKE SURE THEY WORK IN PAIRS. Now ordinarily, I'm not a advocate of pair programming, but these people obviously need constant supervision.
    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.
    5.1 alternativly, put a corporate firewall in place, and use a proxy. block 100% of the sites, and have a policy/procedure for adding sites to the "do not block list" at the proxy. Do they need to check Ebay/Slashdot/cnn/hotmail/farmchicks.com ? during working hours. Hell no.
    6.[back to coding...] If they fail to deliver the promised code in the first iteration. FIRE THEM. Useless twits make all software development staff look bad.

    Motivation is the wrong approach to use at this point in time. They are being paid to do a job. Do not continue to pay them for non-performance.

    *whew*
    • by Doomdark ( 136619 ) on Friday July 26, 2002 @05:23PM (#3961560) Homepage Journal
      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).

  • Code reviews? (Score:2, Insightful)

    by kpat154 ( 467898 )
    You may try implementing weekly (or daily) code reviews. People tend to work harder when they know their code is going to be on public display. Also, you'll be able to suggest improvements in smaller and more frequent increments as opposed to being overwhelmed at the deadline. Plus you'll be able to instruct everyone at once instead of repeating yourself over and over again.
    • In a word, YES.

      Code reviews can be very constructive. And even if they are "vicious" in terms of the minutiae they cover everyone learns. My favorite thing to do is to A) invite my office mate to my inspections- since he doesn't know any ADA he asks a WHOLE lot of questions- very good if you can answer them all, andif you can't, why not?

      and now I invite B) the software architect. True he's a busy man but he goes through that code with a fine tooth comb!

      In addition, frequent code reviews can also show what good code does look like. Start by reviewing YOUR code (the one that's 50% done). Then they have a model to work from.

      Software Engineers don't code from scratch, they copy and modify!
  • It can be very difficult making the transition from software developer to project lead. You assume that because you are competent and motivated that others are the same. Here are some steps that might help you.

    First, assess peoples skill and motivation levels. Senior, well-motivated people can be checked on every month or so. Less competent or motivated people may need to be checked on every day.

    Give people as much respect as they deserve, but no more. If some people don't do a very good job, make sure that you have frequent code reviews. If they are unwilling to accept criticism from the more experienced people and do the job right, don't be afraid to yell. With an ideal team, motivation is not a problem. With problem cases, don't let it slide. Don't be afraid to point out to them that there are hundreds of more qualifed unemployed software people who would be happy to have their jobs.

    Make sure that you have a good process in place. I don't mean anything bureaucratic, but make sure that you do design reviews and code reviews. Make them write something up. Get a definition of the api for the module. Review all code that is written. Require that a test plan, and possibly test code is developed. By implenting a system of reviews, mentoring can be done, and teamwork developed.

  • You don't say much about the culture of the place you're working--maybe projects are expected to take 6 months, and you're screwing things up by moving in real time? If so, there's not much you do about it unless you're prepared to do all the work yourself.

    If you think there really is opportunity to effect change in people's coding practices, try to gently lead people in the right direction:

    Have a code review--of *your* code. Be sure to accept a few suggestions even if they're a bit suboptimal. Reviewers will be exposed to better coding practices, and will be less hostile to suggestions about their own code.

    Team up developers. I'm not talking about XP here, but how on earth did six weeks go by without you noticing a lack of code? Create two 2-person teams, pairing a code-skills person with a domain-skills person. On your team, spend more time exploring the domain space, and set small goals daily or at least 2 or 3 times a week. It's not micromanagement, its setting the tone for how to work. If you don't have a 2nd code-skills person, maybe you need a personnel change.

    Managing isn't as much fun, but that's why you get the big bucks (right?)
  • It sounds like you're doing your job.

    As long as your bosses know that delays aren't your fault, then you can try to motivate them. The truth is, if they aren't doing their work probably nothing you can say or do will change that.
  • Is this not why managers exist? They should be dividing tasks and setting dead lines for each of developer.

    Come now, you really didn't think the typical manager spent the entire day struggling to create the perfect powerpoint presentation or flooding eachother with scathing emails now did you?

  • Scare them ;) (Score:2, Insightful)

    There are two ways to go about this:

    1) Like I say scare them. You don't have to be really in their face "I'll kick you ass" sort of thing, although you could try that;). Emphasise(sp?) the importance of their component and the consequences of not producing. This should be used if their really lacking in motivation but should not be the 1st choice - how they take it will depend on the personality.

    2 Preferred option) Get them started. We can all have difficulty starting a project, overcoming a mental inertia is an issue I have most times. Sit with them and start them off - outline a framework and expected milestones for their component. Once you see they should have started regularly review their progress. Not to regular to be intrusive or nagging but enough to know they are expected to produce a quantity of work in a given period (say a week or Wed and Fri?). If it doesn't work See option 1.

    In fact sod it - rule with an iron fist muhahahahahahahahahaha....
    .
  • Most of the code for our small company was written by me. When it got to be too much work I subbed some of the generic stuff to a guy who was a hard worker but not a very good coder.
    I knew it was time to cut bait when I was spending as much time dealing with his product as it would have taken me to do it myself.
    If you are a project leader you must budget a big percentage of your time just to keep the rest of the team on track and on schedule. It's hard to do this when you could be pounding out code but it's absolutely necessary to keep the load balanced.
    Be sure you have short term goals for each coder and review progress often. Let the coder set the goals and you can agree or encourage more work - usually their goals will be good enough.
    Watch your time and dump anyone who takes a disproportionate amount of management time with no improvement in productivity.
  • How to make other developers "suck less"? Good gravy. Part of being a lead developer is leading; if your attitude is "making them suck less", you can expect a bit of a bumpy ride right off the bat!

    A good lead developer keeps on top of their team. Review your team's work at least weekly, visit them for a quick chat once or twice a day, offer help/advice at every opportunity, and keep in close communication with the Project Manager/business end of things. The sad truth of the matter is that 20-50% of your time is going to be spent taking care of your team; get used to spending entire days without writing a single line of code on your own. If your developers are under-developed, you're doubly responsible for guiding them as best you can from the very beginning, or pressuring the PM to get them training at earliest convenience (and, in any case, keeping PM informed of the fact that the developers are really lagging and that the project is going to have trouble hitting deadline.)

    As for the predicament you're in now, there's not much you can do besides busting your balls to help the developers (yeah, it'd be nice if they came to you, but it's the lead developer's job to go to them,) and talk to the PM about damage control. Look at what has happened, learn from what you can, and make sure not to repeat it on the next job.

    Note to editors: Yeesh. This passed as front-page? This is barely readable, much less first-draft quality. Sure, it's an important issue and well worth posting, but at least clean the danged thing up, or send it back to the submitter to do so!

  • First, find out from them what the problem is. Do they actually know how to code? If not, you might ask (management) why they were put on the project. Do they really understand the items they are trying to address? Are they overwhelmed with the amount of deliverables they are responsible for? Is this their first project?

    Second, notify your management AND the project leader/sponser. The sooner they know about possible delay issues the easier it is to figure out how to correct the situation.

    This is a hard question to answer. Is it motivation they need, or do they just not know what to do? If you are responsible for their contributions, you might be wary of contacting management before finding out what all of the issues are. If you aren't, then a mangement update is in order.

    There are probably two reasons for their lack of completed work. 1) They are not doing their jobs, or 2) they do not know how to do their jobs (ie they do not understand how to work on a project, or they are not technically qualified. Either way, they should be removed to do something they are capable of doing).

    Good luck.
  • I think this falls under the somewhat bastard-ish things to do, but I think it does actually motivate. If you write a little script to post CVS statistics (Assuming you use CVS, or another management system.) to the intranet site (or some other highly visible location) and make sure everyone can see who is doing what that needs to, generally people will perform better. If no one is looking over their shoulder, people tend to slack off (*checks over his shoulder*, good, lets continue).

    Another way to do it is use a project tracking tool that has percentage completed goals in a nice display. IPM does this (Search Freshmeat for it) in a nice easy to see display. Shows a little graph of percent done per project and it allows multiple users.

    Show them you are waiting for them. If 1 or 2 people are waiting for 3 more, the 3 should start feeling awkward. That and you have a conclusive tool to show the boss man that the rest of your team sucks. You can also post little notes, "Stuck? Ask someone for help." and such.

    I got stuck with a developer who couldn't write one javascript function in 2 weeks. It was absurd, the boss didn't fire her because they both came from the same town in India and enjoyed to talk about life back home. We just cut her out of the loop. She received no projects. When my boss would ask me, I'd tell him she couldn't finish and to prove it would give her some minute task that wasn't important and after a couple weeks wouldn't have it finished. No biggie, don't rely and you don't get disappointed.
    • What's your management structure? Do the others work for you? Is one of them in charge? Do you have a common boss?
    • Do the other team members have other projects as well as yours? If so, you need to resolve that problem. I've run into that problem working in a big aerospace company with matrix management, people working on multiple projects, and people with different supervisors working on the same project.
    • Have the other people ever written good code? If not, they're in the wrong job.
    • If they're simply goofing off, and you have the power to make it happen, fire the worst one pour encourager les autres.
  • by Nomad7674 ( 453223 ) on Friday July 26, 2002 @03:45PM (#3960746) Homepage Journal
    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.

  • by datastew ( 529152 ) on Friday July 26, 2002 @03:47PM (#3960766)

    In the past, I have been the less-productive person on the team. Back before I started programming, I was working as a Mechanical Engineer. I was a perfectionist doing custom engineering work where, in the words of the engineering manager:

    "The design is 80% done when it goes out to the machine shop to be created. The machinists and other production people fill in the other 10% and the final 10% is luck."

    I was always behind and had to deal with the frustrations of my co-workers and managers. I found myself looking for work, and decided that since I had always liked computers, maybe I should look for a computer job. I am doing much better now as a programmer, where the ultimate product has to be 100% correct or it does not work properly.

    It sounds like these people may just need to find their "thing," which could mean removing them from the programming dept. Regarding your current dilemna, they probably won't mind if you take over coding their parts of the project. I experienceed being removed from the engineering dept, and people taking over the parts of my project that I was behind on, and I understood why and was OK with it.

  • I can't believe that no one has brought up Extreme Programming [extremeprogramming.org] yet!

    Many have mentioned pair programming, which will definitely help. But beyond that the prioitize, estimate, produce, analyze, repeat cycle will surely help as well.

    When you miss your deadline you will have a. done all you can do and b. something that has 100% functionality on the top x% of features instead of something that has 100% of the features x% of the way to working.

    Good luck.
  • I'm surprised no one has mentioned this yet, but if you are working with a group of people and you don't know their abilities, divide the project up. If they don't deliver properly by their deadline, cut their original task in half and assign the other half to someone else (probably yourself), leaving them with less to concentrate on. Then rinse and repeat as necessary.

    Don't accept poorly written code just because "it works". If you do, you endanger the project and don't help the poor coders become better. The best way to become a better coder (IMO) is to bang away at one single problem and not worrying about doing "your share" and ending up spreading your effort too thin. When your teammates prove they can handle more coding, give it to them.

    If you do it this way, you'll inspire confidence that your co-developer can do the job right. This confidence will, in the long term, be more benificial to the project and to the company you work for.
  • If its a matter of training, motivation or knowledge, then that's something that might be fixed; but may not be fixed in time.

    If they just CAN'T do the work for any reason including training, motivation or knowledge, then you need everyone to be clear about what the situation is, and get them kicked out/off of this project; you probably can't do 3 other persons work for them.

    There might be ways to reorganise yourselves that might work. For example can they unit/integration test the code you've written, write test specifications etc?

    However, I think your project is going to be late... Some projects (more projects than you might expect) can survive being late. Now is the time to start informing any customers you have... better start with the internal customers, e.g. the managers.

  • by LordNimon ( 85072 ) on Friday July 26, 2002 @03:52PM (#3960804)
    Emebedded system, C and assembly? The other developers can't write code fast enough? If youre company is in Austin, TX, may I suggest that you fire one of them and hire me instead? I can assure you, you won't regret it.
  • Extreme Programming [extremeprogramming.org] is a potential methodology to try. The use of pair programming [extremeprogramming.org] in particular is something you should be looking at. Make them drive and you assist. Progress will follow. Some of the principles you already appear to be trying to follow, such as frequent small releases [extremeprogramming.org].

    Reading the question, the point that sticks in my mind is that you admit to having even less project management experience than they have coding experience. Remember that as you think about replacing them with experienced people who know how to do the job they've been assigned. It seems to me that you need to stop doing their jobs and start learning how to do yours, which, like it or not, is being team leader and project manager.

    Organization is also key. Read the last half of your second and third paragraphs again and tell me that you sat down and carefully organized your question. It's a careless error, but for someone who is complaining about their coding styles, it indicates a potential double standard.

    What impresses me the most is that you seem to understand the solution needs to be found in management and methodologies but you don't discuss what (if any) methodologies you're using (although I'm suspecting waterfall [informit.com] right now).

    Don't make them come to you. You're the leader. Be there for them, stay out of their way, and build trust. If you show leadership then they'll come to you. If you show tyranny, disgust, annoyance, or anything else, then they'll be happy to continue not producing anything in a vacumn.

    Six weeks into a project with a tight deadline is not releasing code "early and often". In our world, six weeks is two iterations, each with their own deliverables, and a major iteration coming to a close. "Early and often" to many people means multiple code releases with full tests on a daily basis.

    Remember, coders are no better than their enviroment. While you may have created an enviroment that works for you, it sounds like, as team leader, you've failed to create an enviroment that works for them. Perhaps it's time to put away 'your' piece of the project and start fixing the real problems.

  • See if there's someone in your organization who can play the role of project manager: working with all four of you to break down the effort into pieces small enough to measure progress against (my rule of thumb: half a day to two days), who can track progress, who can be told about roadblocks and try to remove them.

    "The role of project management" for a four person project is not a full time responsibility! Someone with project management experience ought to be able to do it in 30 to 60 minutes per work day.

    Sell it to your management this way. There are three roles: development, technical leadership, and project management. You have time to do two. At this rate, if you do the last two and ignore the first, the project is doomed. The last one is the only one an outsider might possibly help with.

    If that doesn't work, then you need to be the project manager. Try really hard to be empowering and helpful. On the other hand, negotiate the following with your boss: "If any of these three is contributing zero or negative progress, I want the power to get him or her out. Transferred to another project, laid off, whatever; but not in my way."

    If neither works ... I guess assign busy work to any developer or developers you can't count on, document why you did so, get as much done as you can, and look for a new job. None of which is easy.

    Good luck!

  • I've done my fair share of DSP programming. There is a fairly high psycholofical bar when developing code for most DSPs.

    First, you have the custom compilers, with their custom interfaces. It can take days for a new programmer just to learn the proper way to organize their files and on-board resources to get a "hello world" equivalent LED-lights flashing program working. Then the implimentation of C may not be completely correct, or severely nonstandard compiler errors start showing up. It isn't easy for a newcomer to just get over that and continue coding like nothing happened. All this is assuming that the documentation is halfway decent.

    Next, there's the assembly layer. Oh, the assembly languages. Riddles wrapped inside enigmas, with structural assumptions that make answers seem impossible to give. It's just going to take a while, not to mention a LOT of sample code for a programmer to understand the extremely tight flow of specialty registers, limited instructions, stacks, alignments, and how they mix with the on-board implimentation of C functions and the like.

    Then, there's debugging and using the DSP tools. Half the tools I've ever used on various DSP projects have been much flakier than anything you've ever seen from Microsoft. One of the first things that I had to do when getting a new DSP is to just port a set of Standard IO routines over, because so many DSPs would be out-and-out unreliable when transferring data to the PC for debug and the like. I probably spent just as much time ensuring quality communication between the DSP and the PC than I did on any one project - but this is just one of the illustrations of why starting work on a DSP that is new to you can seem such a uncertain, slow process.

    I definetly agree, that if these people started at the same point as you did, then they REALLY need to do their homework, bite the bullet, and just make mistakes to get some code down to revise later. In that case though, unless you just want to call them lazy to look better than them, you really should get an O.K. from management, then take some time to teach these people what you've learned. In most projects, I'd agree that these people should at least get half the work out that you did - but on a DSP-oriented project, I'm not at all shocked that one person out of many would be able to *get it* quicker than the others... but now to get some large-scale work done, you really should see what they know, then get everyone up to speed if you can. :^)

    Ryan Fenton
  • How to bring other less experienced coders up to your level and beyond?

    Sometimes no matter what you do you can't bring others up to your level. There are just some bad coders out there and until they get more and more experience they wont get better. You can try teaching them about do's and don'ts, but you can't make them do and don't.

    If the coders are good then often I have had to resort to pressuring them saying things like I am waiting on 'so and so's code' at a staff meeting. Basically getting manegement to step in. Sometimes you have to do that. Yes it sucks, but that is the job of a manager. In this econemy it does not pay not to work as there are plenty of people that they can be replaced by and I know of some people who would love that chance to out shine you (me ;-)).

  • Are they meeting the schedule set for them, or are they not? If they aren't producing any code, what are they being paid for?

    Don't you have a project plan? Some kind of schedule? Work allocated to different people?
    No?

    Guess who's going to go out of business.
  • Heres what to do. (Score:3, Interesting)

    by Ironpoint ( 463916 ) on Friday July 26, 2002 @04:01PM (#3960895)
    Your colleagues will never live up to you, so I suggest quitting now. When you say you are the "de-facto" team leader, I'm guessing this means you are not the real team leader. You've got prima donna syndrome written all over you. You can either

    1. Quit now
    2. Slack off a bit and see if the others pick up. (Your not in charge, what are you worried about?)

    But you will probably do

    3. Continue doing your own thing and keep telling yourself how crappy your teammates are until your ego explodes and you get fired or quit.

    Truthfully, in programming this is the most important thing to overcome. People become so attached to their work. Now imagine you are on a team of professional toilet cleaners. Without the galmour theres no ego involvement. No one ever said, "I'm such a good shit cleaner, my fellow shit cleaners can't keep up. What do I do?" Its just about getting the job done.

    By doing most of the work, you are fucking yourself. Your superiors are the only ones who can rectify the problem. But they won't if they expect 90% of the work from you. And you can't just reduce the work you get done because it looks like you are slacking and you take shit for it while in reality you are doing the same amount as everybody else. The only thing you can try at this point is soft delegation. Ask people how things are going, ask them about their code, hound them, not like a boss, but like someone who is interested. You can't tell them what to do but by continuously putting the focus of things in their mind, they will respond.

    Probably the best solution is go on a two week vacation.
  • This August 6th, join me and the rest of the world in celebrating Co-Developer Appreciation Day! Buy them a mouse pad couch, or maybe a beer.

    And remember, if you don't appreciate your co-developers on August 6th, the terrorists have already won.
  • On this project, I have a de-facto role of a software team leader

    De-facto team leader? Where's the real lead programmer? This sounds like the problem.

    You're a guy who likes to code and is obviously good at it, and can obviously self-manage. It sounds like the other team members aren't so good at the self-management part. This doesn't make them useless, it just means they need to be managed. Many excellent programmers fall into that category.

    The way to keep programmers productive is to cleanly specify (and by "specify" I mean really, formally specify) what you need, give them the tools/equipment they need, then get out of the way. This is the job of a lead programmer, or other manager. Not a team-mate, except in a dysfunctional project.

    BTW if they really need to ask that many questions re: the spec, then you did a bad job of specifying the task.

    All IMO, of course!

    grib.

  • Management (Score:4, Insightful)

    by nuggz ( 69912 ) on Friday July 26, 2002 @04:09PM (#3960968) Homepage
    You have to manage your team better.
    You are the leader, take responsibility for the output.

    Code less supervise more, that is your new job. Break the job into manageble controllable chunks, have them report how they are doing. Check code for correctness (logical and formatting)

    If you have 3 people who aren't as capable as you, you are going ot have to spend a lot of time ensuring the final work is good enough.

    Also some people just aren't capable of the work, you'll have to really watch what they do.
  • by st. augustine ( 14437 ) on Friday July 26, 2002 @04:35PM (#3961193)
    You need someone (not you) riding herd on those developers and making sure they're actually getting work done. The company I'm at uses a lightweight process called SCRUM [controlchaos.com], where features (or "stories" in XP terms) are divided into small tasks, each developer is responsible for taking on and providing estimates for a fair share of tasks, and every morning there's a (short -- ten minutes, max) meeting where each developer has to go over:
    • which tasks they worked on yesterday
    • how long they've spent on each task
    • how much more time each task will take to complete
    • what they're going to be working on today
    • any blocking issues they might have
    (Any design, problem solving, etc. is deferred till after the meeting, and only the people that need to be involved in those discussions are pulled in.)

    The project manager (who is not a developer and not a manager manager) is responsible for keeping track of the tasks and the hours and making that information available. It's always clear who has responsibility for what and who's blocking whom from getting their work done.

    This does a great job of keeping developers productive, and since developers get to make their own estimates (and the total amount of work that can get done in a development cycle is based on 40-hour weeks), it also does a good job of keeping them sane.

    (It works well with eXtreme Programming [extremeprogramming.org] practices like pair programming and story-driven design, too.)

  • 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.

  • Hire.... (Score:4, Funny)

    by _ph1ux_ ( 216706 ) on Friday July 26, 2002 @05:24PM (#3961571)
    .... this motivational speaker for developers:

    ballmer [ntk.net]
  • by Fnkmaster ( 89084 ) on Friday July 26, 2002 @07:02PM (#3962045)
    I see responses that fall into several categories here: 1) XP/Pair Programming! 2) Push it up the PHB food chain to your boss or his/her boss, etc. 3) Take responsibility, you aren't just a coder, you are a manager now, give them some mentoring and monitor them carefully 4) Get them fired.

    These are all not unreasonable suggestions in certain scenarios. A lot of it has to do with the tradeoffs involved in your deadline. I'll tell you this: you undoubtedly need to meet with your manager at some point in time. Lay it out calmly and cooly and explain whether, in your judgement, the team has potential or is beyond hope. Discuss how you can still meet the deadline, or explain that you need to push this deadline a bit because there's going to be ramp-up time associated with getting this team up to speed.

    You can be a team leader without being a full-time manager. In fact, you should be, in my opinion. A lead developer for a team needs to be concerned with project design, deadlines/scope clarification (from the technical side at least, though you don't have to spend all your time in MS Project to represent the tech team in this regard). It's better that the lead developer not be directly responsible for HR concerns, schedule reporting, and shouldn't have to be the primary negotiator with the business/requirements side.

    That aside, firing people who are continually nonproductive is reasonable - but I'd push that decision up to your manager and let him/her decide that - and generally, unless this is a small startup, people get more than one chance to screw up. Personally, I think they should get two, not five or six. And they should be told that they've been screwing up - ASSUMING that they are supposed to be mid-level or more experienced developers. If these guys are junior, or this is their first job out of school, they need to be cut some slack, and your manager shouldn't have given you a team with four new kids as your first gig as a development lead.

    So this leaves pair programming and mentoring. I don't think there's much of a difference, but I'll say this - pair programming is helpful even if two junior/dumb/mediocre programmers are working together. And if you are working with each of them in turn (swapping out) they WILL improve over time, unless they are ROCK stupid. I can't judge whether these fellows are rock stupid, or just inexperienced, or not good at thinking in the logical manner that programming dictates. I have seen people improve in certain ways, but I've never seen a revelation in which a shitty programmer became a key contributer.

    If their egos get in the way of effective pair programming (or mentoring - well, hell I think you'll need to be doing rounds and mentoring as well as practicing pair programming as much as possible), then you will need to exercise a bit of leadership skills, and make clear to them that they are partially responsible for the team falling behind and that you all need to work together to get things up to speed. If they still resist, take them aside and explain that they are blocking progress, and you'll have to push that up the management chain.

    As for the rest of extreme programming methodology - well, I agree with posters who suggest you might want to try instituting pair programming first, and seeing how that works. If you feel comfortable with that, then instituting the rest of XP for future projects might be a good idea (though I don't know how adaptable some of the methodology is to embedded systems development - it is really geared toward end user app development, IMHO). For other ideas and perspectives check out the book Rapid Development from Microsoft Press (I know, we all hate Microsoft, but there have been some good ideas for software team organization and development methodology to come out of their shop). Plus, it's definitely easier to sell management on organizational ideas from Microsoft than something like XP (though you can certainly find XP success stories out there as well).

  • by Spazmania ( 174582 ) on Friday July 26, 2002 @08:02PM (#3962255) Homepage
    Back in college, a professor told me that there are up to two orders of magnitude of difference between the the productivity (as measured by debugged lines of code) of the basic "competent" programmer and the guru. Two orders of magnitude. For the math impaired, that means that the genuine guru delivers in a week what it takes the entry-level programmer a year to produce.

    I've seen nothing since to suggest that this isn't true. If anything, I've seen proof after proof... Programmers who struck me as bright and experienced, yet time after time they just don't get it. And programmers who do get it. Instantly. In the first two weeks on the job.

    You're not going to like the answer, but its this: Hire programmers until you find ones that deliver, and do what it takes to keep them. Fire the rest (which is to say, don't fire them but suggest to them that they should seek alternate employment quickly.)

He has not acquired a fortune; the fortune has acquired him. -- Bion

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