[HN Gopher] Tiny Wins
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       Tiny Wins
        
       Author : tosh
       Score  : 263 points
       Date   : 2021-05-02 10:22 UTC (1 days ago)
        
 (HTM) web link (joelcalifa.com)
 (TXT) w3m dump (joelcalifa.com)
        
       | jtbayly wrote:
       | I'd like to see which of my organization's projects are currently
       | failing their GHA build. Does anybody know how I can do this
       | without clicking in to every single project?
       | 
       | Edit: I know this is sort of off topic, but it's similar to being
       | able to see the build status from the favicon.
        
       | catchmeifyoucan wrote:
       | Another blog post from GitHub on "paper cuts":
       | https://github.blog/2018-08-28-announcing-paper-cuts/
        
         | jodrellblank wrote:
         | Canonical's Ubuntu "paper cuts" project from 2009
         | https://ubuntu.com/blog/paper-cuts-need-you
        
       | troelsSteegin wrote:
       | The ideas here are: pay close attention to your user's actual
       | experience with your product; nuanced experience fixes can have
       | big collateral benefits; there's a way to do that in the context
       | of everything else. All good, from my perspective.
       | 
       | The caveat is that the author in this case is not that different
       | from his users, who are other devs. He gets their experiences.
       | The magic trick for dev is putting yourself in your user's
       | experience when they really don't think like you. Non technical,
       | kids, accountants, whatever. You really have to drop your
       | assumptions and forget your investments and just see things the
       | way they do. Empathy rules, but I feel it is hard to codify that
       | as a skill. There's a big leap before tiny wins.
       | 
       | EDIT- to add, the signals to look at first are user complaints,
       | and user's efficiency on tasks with your product, aka usability
       | studies. Empathy informs your takeways from that.
        
         | chrisweekly wrote:
         | +1 Insightful.
         | 
         | Also relevant: beyond IQ and EQ is the concept of "CQ" or
         | Cultural intelligence, which is even closer to the skillset you
         | describe.
        
         | FalconSensei wrote:
         | > nuanced experience fixes can have big collateral benefits
         | 
         | For me, little annoyances really stack up and make the whole
         | experience a pain. I prefer to not have a specific feature at
         | all, but have a great experience on what works, that keep
         | finding little things that annoy me
        
         | agumonkey wrote:
         | Basically go see your users. I've seen countless instances
         | where a 2 min walk in an office would have changed a whole
         | service life (and even a whole population by ripple effect).
        
         | tessierashpool wrote:
         | Good summary, but he's not a dev, he's a designer.
        
           | finiteseries wrote:
           | Like many designers these days, they're absolutely a
           | developer too. Look at their past work!
        
             | design wrote:
             | I'm definitely a designer first, so I see things through a
             | design lens. But I think that taking the time to truly
             | understand your users as best you can--whether you're a
             | designer, developer, PM, support, sales, etc--is the first
             | step to building a good product and being able to identify
             | these high impact areas.
        
       | cestith wrote:
       | The similarity to the Eisenhower Matrix for task scheduling is
       | apparent. The two of them would pair nicely in a discussion.
       | 
       | https://www.eisenhower.me/eisenhower-matrix/
        
       | jan_Inkepa wrote:
       | The lack of arrow in the merge direction page was baffling (given
       | that IIRC elsewhere lines were used to indicate change
       | direction). Glad they fixed it.
       | 
       | What's missing in this article in talking about how little time
       | the changes took ("This was a one-line code change that took a
       | few minutes.") is if there was much consultation with
       | designers/management/UX-people involved, and much testing needed
       | after.
        
         | lkbm wrote:
         | > The lack of arrow in the merge direction page was baffling
         | 
         | For what it's worth, it came from the fact that you were doing
         | `git diff master...feature-branch`
         | 
         | Totally agree with you that the coding time is likely a tiny
         | part of the total time spent. Tiny wins are hard to find.
        
       | computronus wrote:
       | Sometimes a tiny win can satisfy just one crucial customer. Once
       | upon a time I joined a contractor development team with a
       | strained relationship with their customer PM who a) represented
       | the project to the wider organization and b) controlled the purse
       | strings. This PM felt like the dev team wasn't listening enough
       | to him or delivering enough.
       | 
       | My particular project had a simple web UI, and all the PM wanted
       | was a feedback link added, and he was frustrated that it wasn't
       | there yet. Although this was trivial and not critical at all to
       | the application, I made sure to get that link up on the page - it
       | was nothing more than a link to a feedback form or a mailto:, it
       | was basic.
       | 
       | Anyway, the PM was super happy when that link showed up. It
       | definitely wasn't because this was some whizbang new feature, or
       | scratching some itch that had been annoying a lot of people. It
       | was because the team showed that we were listening and responsive
       | to him. That's a win, too.
        
       | gpvos wrote:
       | _> That's not to say that impact can or should be measured by the
       | number of likes received (unlike, say, personal worth)._
       | 
       | I'd rather say the opposite: impact _can indeed_ be measured by
       | number of likes; it shouldn 't always, but it often is a good
       | first indicator. Personal worth _never_ can nor should.
        
         | jbkkd wrote:
         | He was probably being cynical on the "personal worth" addition.
        
       | activatedgeek wrote:
       | While this article focuses on a niche, tiny wins are a
       | universally applicable concept. I think they are a powerful
       | abstraction.
       | 
       | I recently finished "Tiny Habits: The Small Changes That Change
       | Everything" by BJ Fogg [1], which talks about this in generality.
       | The essence is that behaviors are a product of motivation,
       | ability, and prompts. By keeping things tiny, we avoid the need
       | of very high motivation, the need for very high ability, and
       | devise easy triggers/prompts to get work done. It has been quite
       | fun to identify tiny habits in my daily routine, I've collected
       | quite a few and narrowed down on what works and what doesn't.
       | 
       | This is then applicable to software engineering, product
       | development etc. One of Instagram's co-founder was apparently
       | enrolled in the author's class, and therefore pops up as an
       | example a few times through the book.
       | 
       | I've always ridiculed self-help books. This book does have a
       | self-help flavor, but always concludes with precise actionable
       | advice. By developing a general framework and a mental model
       | around habits (think abstraction in usual software engineering
       | terms), it does feel more controllable. Highly recommended!
       | 
       | [1]: https://www.librarything.com/work/23220746/book/198725553
        
       | pierrebai wrote:
       | I'm always impressed by people who are top dogs at self-
       | promotion. These are small projects, small changes, but presented
       | as best as they could, with as much fanfare and congratulations
       | as can be achieved.
       | 
       | I mean, an arrow for data flow direction? It sure is better than
       | a non-descript triple dots, but was it that non-obvious? The
       | mileage he gets from this small change in this blog post is
       | remarkable.
       | 
       | I constantly fail at this game.
        
         | EricE wrote:
         | It's called the curse of knowledge :)
         | https://en.wikipedia.org/wiki/Curse_of_knowledge
         | 
         | The best way to get better at the game is to know you have a
         | blind spot. Once you do, then you can come with strategies to
         | work around it. It takes quite a bit of work, especially at
         | first - but like most skills, the more you make the effort to
         | practice them, the less effort and easier they get to
         | accomplish over time.
         | 
         | Whenever I am writing anything explanatory out now, I force
         | myself to step back, and re-read it out loud as if I was
         | reading it to a family member with zero familiarity of the
         | subject. It's pretty effective :) Feels very weird at first,
         | but actually physically reading it out loud is key - forces
         | your brain to process it and not take mental short cuts.
        
         | tailspin2019 wrote:
         | > The mileage he gets from this small change in this blog post
         | is remarkable.
         | 
         | I think that's entirely the point he's making! :-)
         | 
         | > I constantly fail at this game.
         | 
         | Me too.
        
         | jodrellblank wrote:
         | To me your comment reads as scornful rather than impressed;
         | that you think he is milking something undeservingly and self-
         | servingly.
         | 
         | The mindset and writing style "I'm humbled that such a small
         | change could help so many :)" is far more engaging than the
         | writing style "so much fanfare for _THAT_ , that was obvious I
         | saw that ages ago because I'm not dumb".
        
         | HeyLaughingBoy wrote:
         | It becomes much easier if you can see things through the user's
         | eyes. Then you realize that the tiny change you made is worth
         | talking about because it substantially improves the users'
         | lives.
        
       | kareemm wrote:
       | One of the dev failure modes I regularly see when consulting (and
       | have fallen into myself, many times) is believing value is a
       | function of effort spent coding. More of the latter means more of
       | the former.
       | 
       | But it turns out customers don't care how long you took to build
       | the thing. At all.
       | 
       | There's a lot of win in finding and plucking low hanging fruit -
       | those high leverage features that seem almost too easy to do that
       | you can do them anytime... but never get around to because you're
       | always working on something bigger and more interesting.
       | 
       | Related to this if OP is reading, I'd love to be able to drag and
       | drop and upload images into GitHub wikis the way I can into
       | GitHub Images. Between those two changes and uploading to wikis
       | you'd have my vote for employee of the month!
        
         | Danieru wrote:
         | > those high leverage features that seem almost too easy to do
         | that you can do them anytime... but never get around to because
         | you're always working on something bigger and more interesting
         | 
         | Oh 100% this was a major revelation in my career going from
         | hobbyist to professional gamedev. As a hobbyist I would think
         | "Yeah sure the units are spinning randomly on corners because I
         | messed up the rotation math, but I can fix that anytime. I
         | should be working on this yet-another-feature".
         | 
         | When correct process is to fix the biggest pain point: and
         | surprise! There you go, the next biggest pain point becomes
         | obvious. Repeat ad intinitum and you'll have polished yourself
         | a commercial-grade game.
        
         | mamcx wrote:
         | In my niche this is reporting. We agonize for YEARS about what
         | to do.
         | 
         | Just thinking in what I need to do for this do "properly", ie:
         | I plan to make a language as the base!(https://tablam.org).
         | 
         | Eventually I just install https://www.metabase.com and thanks
         | to sane table + view design the end-users are nearly support-
         | free.
        
           | tailspin2019 wrote:
           | Thanks for Metabase... never seen that before, and looks like
           | it could solve a similar reporting hole in my current
           | project.
           | 
           | Out of interest, did you use the Open Source version.
           | Embedded or standalone?
        
           | findjashua wrote:
           | did you try apache superset? if so, any reason you went w
           | metabase?
        
             | BCM43 wrote:
             | Have recently tried both, my guess is the "sane table +
             | view design the end-users are nearly support-free" is key.
             | Superset is way way more complicated and hard to understand
             | IMO.
        
         | tailspin2019 wrote:
         | > There's a lot of win in finding and plucking low hanging
         | fruit - those high leverage features that seem almost too easy
         | to do that you can do them anytime... but never get around to
         | because you're always working on something bigger and more
         | interesting.
         | 
         | Totally agree. A brilliant piece of wisdom!
        
         | debarshri wrote:
         | Also, just to add to that, customer also doesn't care about
         | your code quality or the fancy new tech you used underneath. In
         | early stage, it is all about getting stuff done fast, creating
         | value, capturing value and repeat.
        
           | tailspin2019 wrote:
           | I agree with this, with your caveat of "early stage". Later
           | on we have a responsibility to keep tech debt under control
           | to a degree, even if that's invisible to the customer. (The
           | side effect of faster development pace and higher quality
           | later down the line will certainly be visible).
           | 
           | But in the early stages - I agree with you and tend to take
           | the view that it's better to just throw something together
           | and get it out there and being used quickly - irrespective of
           | how bad the code might be underneath.
           | 
           | Get the system out in front of users, and delivering value to
           | them as quickly as possible. You cannot beat the power of
           | getting early feedback and validation of a concept.
           | 
           | For larger (higher stakes) projects this can be in the form
           | of a "prototype" where the expectation is set that it's not a
           | complete product. For smaller projects, fuck it, call it
           | Version 1 (or a "beta" if you must) and get real people using
           | it quickly :-)
           | 
           | Just be prepared to continue iterating from there.
           | 
           | As a dev I also often fall into the trap of "coding for
           | coding's sake" - I love TDD, DDD, clean code, getting the
           | right abstractions... and yes this stuff (when used
           | appropriately) can lead to good maintainable code with low
           | tech debt and easier feature development... but too often as
           | developers we can end up losing sight of the _business_ need
           | and go too far up our own backsides with this stuff.
           | Perfecting the codebase in the name of maintainability and
           | controlling tech debt, when really it 's often unnecessary
           | perfectionism - or premature optimisation at least. Maybe
           | that's just my own experience and I'm projecting - but I do
           | see this quite often with even the best devs I work with.
           | Actually more often with the devs that take the most pride in
           | their work. It's a difficult balance to strike.
        
           | notatoad wrote:
           | the customer doesn't care about your code quality or tech
           | stack, until you're unable to do something like replace an
           | ellipsis with an arrow because your tech debt has become too
           | large.
        
           | afarrell wrote:
           | The business does however care about the marginal cost of
           | delivering new feature improvements.
           | 
           | https://youtu.be/TQ9rng6YFeY
        
             | WJW wrote:
             | And of course, the devs often care about using new tech
             | since it improves both their current enjoyment of the job
             | and (often) their future job prospects
        
             | debarshri wrote:
             | If you have a stable team, cost of delivering new features
             | are quite low. Tech improvement comes at much larger cost.
        
               | lazyasciiart wrote:
               | Technical debt is the concept that some features of your
               | existing product can actually make it harder to deliver
               | new features. When to address technical debt is quite
               | literally the decision on when tech improvement will be
               | more valuable than the next new feature.
        
         | itsrajju wrote:
         | Completely agree! Long ago I worked at a fintech startup that
         | made a Master Data Management (MDM) solution for hedge funds.
         | Usually people would log into the webapp, make changes to the
         | data, and log out. Do it 10 times and it starts to get boring.
         | 
         | A couple of folks hacked together an Excel plugin that could
         | make those data changes in bulk. Voila! Customers loved it!
         | 
         | The amount of happy customers we got for that weekend project
         | was overwhelming.
        
         | robotresearcher wrote:
         | These can be good new employee startup projects. Once around
         | the dev cycle but not too complex. Early win, happy engineer.
        
       | throwaway823882 wrote:
       | Nit-pick: I don't like the language of wins [versus losses]. I
       | get that people like short words that are associated with
       | happiness and success, but the underlying messaging are that if
       | we're not winning, we're losing, or that we "have to win".
       | 
       | In reality, failure should be normal, expected, and even
       | _desired_ , because if you're not failing, you're not trying new
       | things or taking risks. You should lose sometimes. But _success_
       | is preferred to _failure_ , so I would prefer to get _Tiny
       | Successes_ through _Tiny Improvements_.
        
       | michael1999 wrote:
       | Kaizen + Genchi Genbutsu. TPS is so valuable.
        
       | hamhamed wrote:
       | Totally agree - you can either spot those yourself by putting
       | yourself as a user or listening to your customers. The other
       | challenge is to get those tiny wins into the sprint when your PM
       | can be clueless about the ROI on those..
       | 
       | While we're on the subject, if someone from Mac OS can please
       | seperate my trackpad and mouse settings so the scroll
       | natural/reverse is kept between for each device, that'd be
       | appreciated
        
         | machello13 wrote:
         | You may find this application useful:
         | https://pilotmoon.com/scrollreverser/
        
         | MH15 wrote:
         | It's so annoying when I have to open Logi Options everytime I
         | want to use a physical mouse to get the scroll going right.
        
         | kareemm wrote:
         | > The other challenge is to get those tiny wins into the sprint
         | when your PM can be clueless about the ROI on those.
         | 
         | If the PM is clueless about tiny wins for the customer you
         | should find a new PM. That's basically the crux of their job.
        
       | agumonkey wrote:
       | > low effort high impact
       | 
       | is something to cultivate, probably the most important factor in
       | my not so experienced eyes
        
       | nicoburns wrote:
       | This is the true spirit of UX. Thinking about how best you can
       | improve the _user 's experience_. Like many things, the meaning
       | of the term has been diluted over time, but in this sense it's
       | truly a beautiful thing.
        
       | ekianjo wrote:
       | > That's not to say that impact can or should be measured by the
       | number of likes received (unlike, say, personal worth). But the
       | individual responses tell a story of how meaningful even the
       | smallest tweak can be to your users.
       | 
       | Depends a lot on how you define "impact" at the end of the day.
       | Did such measures make GitHub preferable over other platforms?
       | It's not obvious.
       | 
       | It's easy to mistake the visibility of solving an issue with its
       | impact. Sometimes they have no impact at all yet they _seem_
       | important.
        
         | antasvara wrote:
         | Small wins like this aren't often the reason for someone
         | switching, but they can absolutely affect customer retention.
         | Removing small frustrations can help to avoid users leaving
         | your product, or be the boost needed to bump someone up to a
         | paid plan.
         | 
         | As a standalone feature there's no significant impact, but
         | changes like these can gradually improve the user experience
         | until they become greater than the sum of their parts.
        
           | EricE wrote:
           | Yup - friction. Those who figure out how to reduce or
           | eliminate it become fabulously wealthy (/waves at Apple).
        
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       (page generated 2021-05-03 23:01 UTC)