This document provides an overview of Allan Kelly, an author and consultant on software development and strategy. It discusses several of his publications on topics like agile development. The main theme is that doing things and learning from experience is more important than extensive planning and analysis to determine the "right" approach. Companies should focus on iterating quickly, testing ideas with customers, and using results to improve faster than competitors.
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Allan Kelly - Do it right, then do the right thing
1.
2. allan
kelly
Twi+er:
@allankellynet
h+p://www.allankelly.net
Do
it
Right
Then
Do
the
Right
thing
May
2014
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Allan
Kelly…
Chapters
in…
• Business
Analysis
and
Leadership,
Pullan
&
Archer
2013
• 97
Things
Every
Programmer
Should
Know,
Henney,
2010
• Context
EncapsulaAon
in
PaBern
Languages
of
Program
Design,
vol#5,
2006
Ø ConsulJng
on
soLware
development
&
strategy
Ø Training
for
Agile
Author
– Changing
SoLware
Development:
Learning
to
be
Agile
(2008,
Wiley)
– Business
Pa/erns
for
So2ware
Developers
(2012,
Wiley
-‐
ISBN:
978-‐1119999249)
– Xanpan:
ReflecJons
on
agile
(work
in
progress)
h+ps://leanpub.com/xanpan
5. I
am
not
saying
Knowingly
do
the
Wrong
Thing
I
am
saying
You
only
know
the
Right
Thing
by
doing
6. Exhibit
A
-‐
The
Alignment
Trap
Less
EffecJve
More
EffecJve
Highly
aligned
Less
aligned
‘Alignment
trap’
11%
companies
+13%
IT
spending
-‐14%
3
year
sales
growth
‘Maintenance
zone’
74%
companies
Avg
IT
spending
-‐2%
3
year
sales
growth
‘IT
Enabled
growth’
7%
companies
-‐6%
IT
spending
+35%
3
year
sales
growth
‘Well-‐oiled
IT’
8%
companies
-‐15%
IT
spending
+11%
3
year
sales
growth
Source:
Shpilberg,
Berez,
Puryear,
Shah:
MIT
Sloan
Review,
Fall
2007
1
2
Doing
the
right
things
Doing
things
right
7. Doing
the
right
thing…
• Costs
– Money:
£consultants,
$analysts,
€managers
– Time:
Analysis,
research,
meeJngs,
discussions
• AssumpJons
– There
is
a
right
answer
– And
it
is
knowable
– No
value
in
wrong
answer
– That
wrong
&
right
are
definable
8. Exhibit
B
–
Lean
Start-‐Up
• Knowing
is
difficult
• Get
into
the
market
to
find
out
• See
what
people
will
$pay
for
– Not
just
what
that
€say
• Doing
need
not
be
expensive
9. Exhibit
C
–
Changing
course
Seqng
the
“right”
course
makes
it
harder
to
change
course
"Faced
with
the
choice
between
changing
one's
mind
and
proving
that
there
is
no
need
to
do
so,
almost
everyone
gets
busy
on
the
proof.”
John
Kenneth
Galbraith
10. Exhibit
D
–
Changing
(Me!)
• Its
about
Learning
• To
Learn
we
must
do
• How
can
you
increase
the
pace
of
learning?
Learning
Change
11. Exhibit
E
–
He
who
learns
fasters
“We
understand
that
the
only
compeJJve
advantage
the
company
of
the
future
will
have
is
its
managers’
ability
to
learn
faster
than
then
their
compeHtors.”
Arie
de
Geus,
The
Living
Company
1988
12. How
do
you
learn
fast?
• Do
• How
do
you
do?
• Iterate
– Iterate
faster
– Iterate
more
• Learn
• Learn
to
iterate
faster,
improve
your
aim
14. Choose
your
weapon
M16
from
Dragunova
via
WikiCommons,
CreaJve
Commons
License
L115A3
from
Defence
on
WikiCommon
Open
Government
License
15. Or
is
your
choice
more
like….
M16
from
Dragunova
via
WikiCommons,
CreaJve
Commons
License
Berdan
Sharps
rifle
via
WikiCommons,
Public
Domain
image
16. Which
are
you?
Your
delivery
(supply)
side?
Your
business
(demand)
side?
17. Choose
your
weapon
Snipers
Rifle
• Known
target
• Clear
shot
• Time
to
prepare
• Limited
variables
Machine
Gun
• Many
targets
• Confused
environment
• Time
short
–
AcJon
required
• Many
variables
• Frequently
miss
18. Choose
your
approach
Sniper
development
• Market
is
slow
moving
• Market
it
known
• CompeJtors
are
slow
• Capital
is
scarce
• Development
is
expensive
• Risk
of
collateral
damage,
e.g.
brand,
individuals
Machine
development
• Market
is
fast
• Market
is
changing
• CompeJtors
are
fast
• Capital
is
cheap
• Development
is
cheap
(and
fast)
• MulJple
failures,
try
again
19. Do
tools
dictate
approach?
“It
takes
a
long
Jme
to
reload
and
aim”
Therefore
“take
Jme
to
make
sure
every
shot
counts”
22. IteraJon
• Get
good
at
iteraJng
• Get
good
at
iteraJng
fast
• Get
good
at
learning
from
results
– Test
results
with
customer
– Test
output
in
the
market
– And
Evaluate
Close
the
loop
–
evaluate
what
you
do
&
feedback
26. Iterate!
• Try
something
– See
what
happens
– Learn,
adjust,
change
– Go
around
again
• If
you
can’t
iterate
– You
can’t
learn
Doing
IteraHon
Right
is
a
pre-‐requisite
for
Doing
the
Right
Thing
27. Brakes
are
good
• Get
good
at….
– Knowing
when
to
stop
– Stopping
• Technical
has
TDD,
ATDD,
BDD
to
stop
• Corporate
brakes
– Por{olio
management
– Venture
Capital
funding
model
– Use
a
Dragon’s
Den
28. Plans
can
help
• Plans
are
a
useful
learning
tool
– Value
is
in
the
planning
• Don’t
spend
too
long
on
plans
• Don’t
try
to
execute
the
plan
plans
are
useless,
but
planning
is
indispensable
Dwight
D.
Eisenhower
About
2
hours
per
week(?)
29. You
can’t
see
the
future…
• You
can’t
know
what
will
work
• Stop
wasJng
Jme
and
money
guessing
• Get
good
at
probing
–
experimenJng
– Conduct
a
lot
of
experiments
– Learn
from
experiments
– Stop
those
which
“don’t
work”
– Promote
those
which
do
30. Iterate
at
all
levels
Regularly
Evaluate
-‐>
Set/change
direcJon
Frequently
Collect
next
-‐>
Decide
next
Most
frequently
Developer
-‐>
Release
• Build
capability
to
iterate
–
and
USE
IT
• Use
data
gained
from
iteraJon
• Iterate
your
way
to
to
The
Right
Thing
31. Allan’s
commandments
#1
Do
it
Right,
Do
it
Fast;
Learn
&
Iterate
#2
Fail
fast,
Fail
Cheap;
Evaluate,
Learn
#3
Invest
in
brakes;
Stop
&
Turn
32. Take-‐away
1. Fast
iteraJons
allow
for
learning
– Learn
to
iterate
fast
– Then
iterate
in
the
market
– Learn
to
evaluate
&
feedback
2. Fail
fast,
fail
cheap,
learn
3. Invest
in
brakes
allan
kelly
-‐
SoLware
Strategy
Ltd.
www.allankelly.net
-‐
allan@allankelly.net
-‐
@allankellynet
h+p://leanpub.com/
xanpan/c/DevConFu14