Item one: the parking ramp. Headlights on ("For safety!") and then I'm crumping my way up the levels to find my slot. As ever, the nearest slots are reserved for people who are never there. Then there's a host of open slots I could park in, but are clearly poor choices because the early crowd passed them over.
It's all about proximity to the building, and with the ground floor reserved or taken - the sweet spot for all other levels becomes anything next to the main stairwell. Which is completely socked in by the early crowd. I'm in the second wave, so my choices will always be far corner or go up a level. None of which is a big deal - it's just funny how ubiquitous the parking logic is. If there's a ramp - this is how it is.
Funnier still, is how fast I've started forgetting where I parked. Which I'm sure isn't helped by age - but my current theory is based on Minority Report. In a typical day, I add 2 car parking memories:
Arrive in the morning AM 1.
Arrive after lunch/errands PM 2.
Two nearly identical memories layered onto my brain. Each day.
1 - in the morning:
Drive into ramp. AM
Park car. AM
Get gear. AM
Walk to stairwell. AM
Enter building. AM
Done. AM
and 2 - returning from lunch:
Drive into ramp. PM
Park car. PM
Get gear. PM
Walk to stairwell. PM
Enter building. PM
Done. PM
Neither is particularly exciting. Commute = BORING. So the part of my brain that is responsible for tracking things for later use starts phoning it in. Which means at the end of the day, I ask my brain "where's the car?" and it coughs up:
Drive into ramp. PM
Park car. AM
Get gear. PM
Walk to stairwell. AM
Enter building. PM
Done. PM
-which results in me heading down the ramp to where my car was in the morning - and about midway down the ramp and not seeing my car I start looking around like a lost sheep.
And on the half visible level that is ramping up away from mine - I make out my license plates on a car that looks exactly like mine.
The number of times this happened back at CorpWorld was... well, humiliating. I spent serious time looking for a car only to realize I was in the wrong parking ramp. CorpWorld had two and if I was running late I would sometimes park in the A ramp - creating an A ramp memory that was utterly drowned out by thousands of B ramp parking memories.
Where the F$#* is my car???
And you know it's your brain letting you down - not even a desperate thief would steal my car - but asking for today's parking memory just returns a "Drive into ramp B" highlight reel.
Thanks, brain. Way to go.
And here I am doing that again.
Only this time it's at my new Corporate gig - a place I'll call NerdHaven.
I should call it HighCeilings - because - well, DAMN they have some stupid high ceilings in this place. I mean, I'm not a terrifically tall person, but I'm used to being able to touch the ceiling if I try.
At NerdHaven? Not a chance. If I stood on a chair, maybe - but I'd probably have to jump. I'm thinking if all the floors in this building were made normal, they'd have room for at least two more floors without changing the height of the building.
And the doors are massive, too. Part of the school of design that says "OUR SH!T IS BIGGER THAN YOURS, FEAR US."
Oh, they'd never write that in the building's MLS, - but that's totally what they mean.
HEAVY doorknobs.
SOLID framing.
Carpet that says, Yeah, we could have bought cheap and durable - but then we thought 'Nah, blow another thirty grand. Why not? Who wants some sushi?
CorpWorld was a marvel - but NerdHaven has all the bling, plus style and attitude. These guys know they are cool. New guys wear khakis, the veterans wear jeans and tee shirts - with logos on them. I'm not sure the rank and file can get away with that yet, and there's more than a little of the "Yeah? I know this is borderline - but who's gonna get big about it, you? Yeah, I *thought* so."
The first day was a trip. I buzz in and get some random soul who lets me in on my say so. "I'm starting work here today." Bzzzz! And in.
I meet a random staffer who immediately hands me over to tech support.
Mental note: NerdHaven does not have reception. You cannot call the operator, because there isn't one. You either know the extension you need - or you don't get anyone.
Tech support is ably represented by OneLetter - a football jersey wearing, easygoing breath of fresh air who is also in charge of making sure your slice of NerdHaven tech is up and running.
OneLetter gives me the nickel tour, points out the break room where coffee, tea, juice and soda are all complimentary.
They have a pizza oven.
While my brain is digesting that fact, One Letter scans me through a door into yet another massively tall hallway, another secure door and into my future project room.
It is immediately clear that Agile is the name of the game here.
* * *
At CorpWorld, we used to do Agile software development. As anyone in tech knows, there are many, many flavors of Agile.
CorpWorld's flavor went something like this: Someone in management heard that the there was this newnewthing called Agile (that had been around since the 90s) and we should probably have some of that.
Years later, project teams were formed to capitalize on this "emerging" trend - and my last big project was created to pilot its use at CorpWorld. We would do heavyweight waterfall development, but we would sit near each other and stand up for a half an hour each morning to "scrum."
In the eyes of the higher ups, this made us Agile.
I did straight waterfall projects for years before this and I never saw more documentation than when CorpWorld shifted to Agile. We did version-controlled user stories in Excel spreadsheets - stored on Sharepoint. I did mockups in Axure, took screenshots of them and then pasted them into Excel.
It was horrible, but eventually it became normal. I switched to Visio - which I thought made it less terrible, but thinking back - it was a giant bundle of insane. We should have abandoned the spreadsheets after the first sprint and done something, anything else - but the CorpWorld train was all about soldiering on, cost and reason be damned.
There were advances from the typical CorpWorld approach - it must be said. Their "Agile" approach had two genuine improvements - co-location and the scrums.
Co-location was the slow burn win for CorpWorld. A company that large is always going to have communication issues - but departmental fault lines had become so pervasive that any cross department effort was virtually hamstrung from the outset.
Departments grew insular - Why are you bothering us? was the typical first response, followed almost immediately by We like things they way they are.
Even with funding and the support of management, getting cooperation was frequently a nightmare. A unit might request endless meetings to discuss and revise baselined requirements. Or they might just be so slow to respond you'd give up and move on to someone else.
Or initial cooperation would turn into obstinacy when management wasn't around. Name a disfunction, CorpWorld had it.
But with co-location - all (well, most of) the resources your project needed were allocated full time. You weren't pleading with a group of developers in some other wing of the building, you were pleading with a group of developers right next to your desk.
My last project, we had analysts, testers, devs, and managers all in one big huddle of desks. You worked right next to them. There was none of this "I'm too busy right now to get to that, I'll get it to you in two weeks" crap. Whoever was asking for something could look over at you and see damn well you were screwing around on YouTube and give you grief about it.
Co-location was a big shift in how CorpWorld worked.
So were the scrums.
I know a lot of the people on my team hated the scrums. I did - off and on - but they did something that Atul Gawande's Checklist Manifesto crystalized for me. The book described a pre-surgery checklist with an item that seemed laughably basic: "the surgical team should learn each other's names before beginning the procedure."
Gawande points out that a surgical team frequently won't know each other's name - and this mental distance will make them less likely to contribute to the team. If I don't know anyone - I will speak less, I will ask for help less and - crucially - I will be less likely to intervene when I see a colleague do something questionable.
Our scrums forced our team to talk to one another. With zero practice or guidance, we were terrible. Most of us would blather on about this or that or make small talk or jokes until it was somebody else's turn. I can recall spending a good amount of time trying to come up with something to say that sounded useful - even if the truth was I hadn't done a whole hell of a lot.
This was defeating the larger purpose of the scrums - make yourself accountable to the team, make useful connections, and commit to units of work. Our managers used to stand in and listen in the beginning, but they were soon bored and stopped coming.
But there was another win there all the same. I learned who my teammates were. What they worked on - what kind of a person they were. In prior projects, people were resources- representatives of a given discipline like architecture - and they were the go between for a slew of people you'd never meet. "I have a question about this integration, who do I meet with?" Your architect rep wouldn't know, but they'd look into it. And another week would go by.
With scrums, you knew who to go to.
I have an integration problem - I go to Zero.
Anything with the proxy? - it's Lion.
System design? Rico Suave.
Main code base? Alpha, or more likely, Ace.
Main requirements? The Builder, Spock, or The Machine.
And so on.
At CorpWorld, this was a very new thing. Yeah, you had a contact list like that for other projects, but you didn't know those people - and they sure as hell didn't know you.
After months of the scrums - nobody was afraid to talk to anyone in the group. Well, plenty of people were afraid to talk to Alpha, but that's why everyone went to Ace.
We worked together. It was slow, it was awkward - and it sure as hell wasn't Agile, but we managed to release a solid app into the wild.
Because, in the end, we were a team.
* * *
NerdHaven does Agile. The full blown affair - and while there are definite risks to the Agile approach, watching someone actually do all the things my CorpWorld team missed out on...
Well, its a hell of a thing to see.
We are all in a single project room. Co-located cheek by jowl in the way that says "if you're screwing around, everyone will know." So, you don't screw around, at least, not without the group buying in.
There are team rules. You don't talk on the phone in the project room - unless it's a conference call for the team. Any time somebody needs quiet, there's a STFU indicator on the wall they can set so that everyone knows that loud time is over. No shout downs, no calling management - just a mutual understanding that anyone has the right to muzzle the room if they need it.
Respect.
That's what this depends on. Done badly, this could be a bunch of rules enforced by some managerial type - which would suck. But in this team environment - we're pretty much our own law so long as the velocity is good.
Build it on time - and you get to rule your own room without interference.
And the group looks to be pretty solid. By unspoken assent, the leader of the group is BigDog - an immensely capable coder who has passed that point where they need to scrap for respect. You listen to the BigDog, because the BigDog knows things. And they're not a jerk about it. I listened to the BigDog read out the prime directive of our team - a really mature statement of "we are all doing the best we can with what we know at the time" - and I really think this is how they see it. Be up front, and expect your team members to be the same.
If you get to a point where you suspect your team members of malicious intent then you're part of the problem. You should be calling them out with direct questions and learning what is up - not holding back and inventing malicious intent to fill in the resulting gap. Don't wonder - ASK.
Today I watched the retrospective and planning session and there were a lot of familiar moments that were just done better than we'd ever done at CorpWorld.
The team share out was a case in point - a quick icebreaker with the stated purpose of "once you've spoken to the group, you're more likely to contribute later. So speak now, even if it's something stupid. There is value in this."
And there was. I barely know my group, but a few minutes in and we're picking a team nickname and poking fun of each other's choice of animal totems. And later, when it comes time to share work info - everyone is involved. Method to the madness - realized.
I can see lots of macro mistakes to Agile - chunking everything into tiny bits can allow for a lot of big picture goofs - and (as I am now seeing) a ton of inconsistent UI - but this is part of why they brought me here. To work on that. The team needed something, so they asked for it. And management made it happen.
Seeing stuff like that happen in such a short span of time is disorienting for a veteran of CorpWorld. I'm sure there will be a massive amount of adjusting on my part.
But, honestly?
Kinda looking forward to it.
And free coffee definitely helps.
I should call it HighCeilings - because - well, DAMN they have some stupid high ceilings in this place. I mean, I'm not a terrifically tall person, but I'm used to being able to touch the ceiling if I try.
At NerdHaven? Not a chance. If I stood on a chair, maybe - but I'd probably have to jump. I'm thinking if all the floors in this building were made normal, they'd have room for at least two more floors without changing the height of the building.
And the doors are massive, too. Part of the school of design that says "OUR SH!T IS BIGGER THAN YOURS, FEAR US."
Oh, they'd never write that in the building's MLS, - but that's totally what they mean.
HEAVY doorknobs.
SOLID framing.
Carpet that says, Yeah, we could have bought cheap and durable - but then we thought 'Nah, blow another thirty grand. Why not? Who wants some sushi?
CorpWorld was a marvel - but NerdHaven has all the bling, plus style and attitude. These guys know they are cool. New guys wear khakis, the veterans wear jeans and tee shirts - with logos on them. I'm not sure the rank and file can get away with that yet, and there's more than a little of the "Yeah? I know this is borderline - but who's gonna get big about it, you? Yeah, I *thought* so."
The first day was a trip. I buzz in and get some random soul who lets me in on my say so. "I'm starting work here today." Bzzzz! And in.
I meet a random staffer who immediately hands me over to tech support.
Mental note: NerdHaven does not have reception. You cannot call the operator, because there isn't one. You either know the extension you need - or you don't get anyone.
Tech support is ably represented by OneLetter - a football jersey wearing, easygoing breath of fresh air who is also in charge of making sure your slice of NerdHaven tech is up and running.
OneLetter gives me the nickel tour, points out the break room where coffee, tea, juice and soda are all complimentary.
They have a pizza oven.
While my brain is digesting that fact, One Letter scans me through a door into yet another massively tall hallway, another secure door and into my future project room.
It is immediately clear that Agile is the name of the game here.
* * *
At CorpWorld, we used to do Agile software development. As anyone in tech knows, there are many, many flavors of Agile.
CorpWorld's flavor went something like this: Someone in management heard that the there was this newnewthing called Agile (that had been around since the 90s) and we should probably have some of that.
Years later, project teams were formed to capitalize on this "emerging" trend - and my last big project was created to pilot its use at CorpWorld. We would do heavyweight waterfall development, but we would sit near each other and stand up for a half an hour each morning to "scrum."
In the eyes of the higher ups, this made us Agile.
I did straight waterfall projects for years before this and I never saw more documentation than when CorpWorld shifted to Agile. We did version-controlled user stories in Excel spreadsheets - stored on Sharepoint. I did mockups in Axure, took screenshots of them and then pasted them into Excel.
It was horrible, but eventually it became normal. I switched to Visio - which I thought made it less terrible, but thinking back - it was a giant bundle of insane. We should have abandoned the spreadsheets after the first sprint and done something, anything else - but the CorpWorld train was all about soldiering on, cost and reason be damned.
There were advances from the typical CorpWorld approach - it must be said. Their "Agile" approach had two genuine improvements - co-location and the scrums.
Co-location was the slow burn win for CorpWorld. A company that large is always going to have communication issues - but departmental fault lines had become so pervasive that any cross department effort was virtually hamstrung from the outset.
Departments grew insular - Why are you bothering us? was the typical first response, followed almost immediately by We like things they way they are.
Even with funding and the support of management, getting cooperation was frequently a nightmare. A unit might request endless meetings to discuss and revise baselined requirements. Or they might just be so slow to respond you'd give up and move on to someone else.
Or initial cooperation would turn into obstinacy when management wasn't around. Name a disfunction, CorpWorld had it.
But with co-location - all (well, most of) the resources your project needed were allocated full time. You weren't pleading with a group of developers in some other wing of the building, you were pleading with a group of developers right next to your desk.
My last project, we had analysts, testers, devs, and managers all in one big huddle of desks. You worked right next to them. There was none of this "I'm too busy right now to get to that, I'll get it to you in two weeks" crap. Whoever was asking for something could look over at you and see damn well you were screwing around on YouTube and give you grief about it.
Co-location was a big shift in how CorpWorld worked.
So were the scrums.
I know a lot of the people on my team hated the scrums. I did - off and on - but they did something that Atul Gawande's Checklist Manifesto crystalized for me. The book described a pre-surgery checklist with an item that seemed laughably basic: "the surgical team should learn each other's names before beginning the procedure."
Gawande points out that a surgical team frequently won't know each other's name - and this mental distance will make them less likely to contribute to the team. If I don't know anyone - I will speak less, I will ask for help less and - crucially - I will be less likely to intervene when I see a colleague do something questionable.
Our scrums forced our team to talk to one another. With zero practice or guidance, we were terrible. Most of us would blather on about this or that or make small talk or jokes until it was somebody else's turn. I can recall spending a good amount of time trying to come up with something to say that sounded useful - even if the truth was I hadn't done a whole hell of a lot.
This was defeating the larger purpose of the scrums - make yourself accountable to the team, make useful connections, and commit to units of work. Our managers used to stand in and listen in the beginning, but they were soon bored and stopped coming.
But there was another win there all the same. I learned who my teammates were. What they worked on - what kind of a person they were. In prior projects, people were resources- representatives of a given discipline like architecture - and they were the go between for a slew of people you'd never meet. "I have a question about this integration, who do I meet with?" Your architect rep wouldn't know, but they'd look into it. And another week would go by.
With scrums, you knew who to go to.
I have an integration problem - I go to Zero.
Anything with the proxy? - it's Lion.
System design? Rico Suave.
Main code base? Alpha, or more likely, Ace.
Main requirements? The Builder, Spock, or The Machine.
And so on.
At CorpWorld, this was a very new thing. Yeah, you had a contact list like that for other projects, but you didn't know those people - and they sure as hell didn't know you.
After months of the scrums - nobody was afraid to talk to anyone in the group. Well, plenty of people were afraid to talk to Alpha, but that's why everyone went to Ace.
We worked together. It was slow, it was awkward - and it sure as hell wasn't Agile, but we managed to release a solid app into the wild.
Because, in the end, we were a team.
* * *
NerdHaven does Agile. The full blown affair - and while there are definite risks to the Agile approach, watching someone actually do all the things my CorpWorld team missed out on...
Well, its a hell of a thing to see.
We are all in a single project room. Co-located cheek by jowl in the way that says "if you're screwing around, everyone will know." So, you don't screw around, at least, not without the group buying in.
There are team rules. You don't talk on the phone in the project room - unless it's a conference call for the team. Any time somebody needs quiet, there's a STFU indicator on the wall they can set so that everyone knows that loud time is over. No shout downs, no calling management - just a mutual understanding that anyone has the right to muzzle the room if they need it.
Respect.
That's what this depends on. Done badly, this could be a bunch of rules enforced by some managerial type - which would suck. But in this team environment - we're pretty much our own law so long as the velocity is good.
Build it on time - and you get to rule your own room without interference.
And the group looks to be pretty solid. By unspoken assent, the leader of the group is BigDog - an immensely capable coder who has passed that point where they need to scrap for respect. You listen to the BigDog, because the BigDog knows things. And they're not a jerk about it. I listened to the BigDog read out the prime directive of our team - a really mature statement of "we are all doing the best we can with what we know at the time" - and I really think this is how they see it. Be up front, and expect your team members to be the same.
If you get to a point where you suspect your team members of malicious intent then you're part of the problem. You should be calling them out with direct questions and learning what is up - not holding back and inventing malicious intent to fill in the resulting gap. Don't wonder - ASK.
Today I watched the retrospective and planning session and there were a lot of familiar moments that were just done better than we'd ever done at CorpWorld.
The team share out was a case in point - a quick icebreaker with the stated purpose of "once you've spoken to the group, you're more likely to contribute later. So speak now, even if it's something stupid. There is value in this."
And there was. I barely know my group, but a few minutes in and we're picking a team nickname and poking fun of each other's choice of animal totems. And later, when it comes time to share work info - everyone is involved. Method to the madness - realized.
I can see lots of macro mistakes to Agile - chunking everything into tiny bits can allow for a lot of big picture goofs - and (as I am now seeing) a ton of inconsistent UI - but this is part of why they brought me here. To work on that. The team needed something, so they asked for it. And management made it happen.
Seeing stuff like that happen in such a short span of time is disorienting for a veteran of CorpWorld. I'm sure there will be a massive amount of adjusting on my part.
But, honestly?
Kinda looking forward to it.
And free coffee definitely helps.