[HN Gopher] Collaboration sucks
       ___________________________________________________________________
        
       Collaboration sucks
        
       Author : Kinrany
       Score  : 224 points
       Date   : 2025-11-11 20:27 UTC (2 hours ago)
        
 (HTM) web link (newsletter.posthog.com)
 (TXT) w3m dump (newsletter.posthog.com)
        
       | ssalmon74 wrote:
       | Gravitational Pull" is the solution!
       | 
       | Instead of the "Collaboration Sucks" approach, we need to apply
       | Gravitational Pull. For every key project, the Driver defines
       | three essential stakeholders (e.g., Tech Lead, Business Owner,
       | Target User) who form the "Quantum Sync Circle."
       | 
       | Everyone else is noise. This prevents endless discussions and
       | focuses accountability right where it belongs.
        
         | kevinob11 wrote:
         | "Instead of the "Collaboration Sucks" approach, we need to
         | apply Gravitational Pull. For every key project, the Driver
         | defines three essential stakeholders (e.g., Tech Lead, Business
         | Owner, Target User) who form the "Quantum Sync Circle." - this
         | sentence had me so freaked out with all of its buzz words, but
         | man I think I really strongly agree with it. I love the
         | inclusion of target user!
        
         | kingforaday wrote:
         | If this takes off, I think you've coined a new term there with
         | "Quantum Sync Circle."
        
           | agildehaus wrote:
           | The Conjoined Triangles of Success
        
       | bryzaguy wrote:
       | I would argue the opposite. If your collaboration sucks IMHO you
       | haven't done enough. It's a skill. Imagine you're playing a team
       | sport and you recommended people play together less to win more
       | games. Now look up Globetrotters vs Lakers.
        
         | sfpotter wrote:
         | Programming isn't a sport.
        
           | bryzaguy wrote:
           | I didn't say it was.
        
         | singron wrote:
         | I think the sports analogy would be passing the ball back and
         | forth in front of the goal instead of shooting. Nearly every
         | time, an athlete with the ball in front of an open goal will
         | take the shot themselves instead of passing. Even in a 2v1
         | situation, passing is a huge risk and taking the shot has a
         | high likelihood of scoring, so you only want to pass if the
         | defender is leaving your teammate open (usually they split the
         | difference, so it's complicated). Too many passes in a 2v1
         | guarantees that more defenders will show up and you lose your
         | advantage.
        
           | bryzaguy wrote:
           | I'm just thinking in terms of coordination between people as
           | a skill and using a basketball team as an example.
        
         | keeganpoppen wrote:
         | it's funny because the facile sportsball analogy actually fails
         | horribly here. "playing together more" is the absolute last
         | thing that the undifferentiated mass of hundreds of people
         | hitting the like button on a random nonsensical comment need to
         | do more of. the _only_ situation where collaboration of this
         | sort is productive is when you cannot reasonably expect any
         | other participants to have some sort of proprietary knowledge
         | over their domain. think contestants on Survivor trying to put
         | a puzzle together faster than the other team to get an immunity
         | idol, not  "i'm gonna mansplain Calculus to Terence Tao".
         | 
         | and man i wish i could go back in time to when i merely thought
         | the "Globetrotters vs Lakers" thing was just a ham-fisted
         | phrasing some sentiment along the lines of "the Lakers are
         | better than the Globetrotters"...
         | 
         | but, unfortunately, i "took one for the team" (read:
         | "collaborated with the team"), and am now dumbstruck as to what
         | could possibly have been meant by this metaphor. for those of
         | you who have yet on this fine day to regret the dual, magical
         | gifts of sight and literacy: apparently the Globetrotters and
         | Lakers played an exhibition match of some sort in 1948. the
         | Globetrotters won 61-59. and it was apparently some sort of
         | watershed moment in America's collective realization that Black
         | people are actually also good at basketball. i wish this was
         | merely my being grouchy, glib, and reductive. but just read the
         | Wikipedia article: that is literally what happened and what it
         | meant. in historical context. that, and nothing more, is the
         | object lesson so signified.
         | 
         | so, now that i have made peace with my dual inabilities to
         | magically unread and unlearn, pray tell: who are the
         | metaphorical Black athletes being discriminated against,
         | metaphorically, in this... metaphor? is the implication that
         | Tammy from HR or Chad the BizDev Bro are better designers than
         | Klaus from the Bauhaus? is it that the Lakers "played together
         | less" than the Globetrotters? surely it can't be that there was
         | a giant societal misapprehension (read: racism) that caused
         | people to systematically misevaluate talent and, as sports
         | experts as you say, pass the wrong people the ball? if only the
         | Lakers had collaborated more, they could have overcome their
         | systematic racism that blinded them to the basketball nous of
         | their fellow man! now that would have made a great sports
         | movie. for 1948. because otherwise it sure seems like it is not
         | only an argument in favor of the most abjectly banal-at-best-
         | and-insidious-at-worst flavor at the Baskin Robbins of
         | collaboration. "French Vanilla" collaboration, as it were. But
         | whereas Vanilla at least has a certain je nais se quois in its
         | blandness-- a certain out-of-fashion purity not too dissimlar
         | from how even a now-octogenarian would view that barely-
         | contemporaneous time and episode-- this canvas is painted with
         | subtractive colors, producing a tastes-worse-than-even-its-
         | shitly-pallor-would-suggest goulash.
         | 
         | anyway, so back to basketball. the point of "playing together
         | more" isn't so that the 7'2" defensive savant who can't pass
         | nor make a basket from further than 5 feet away from the rim
         | gets more touches at the top of the key. it's so that everyone
         | from the stars to the role players know _exactly_ what their
         | job is and, CRUCIALLY, what it _isn 't_. if you can't shoot and
         | can't dribble at the level of an all-conference Point Guard, go
         | stand in the dunker spot or set a screen or both. literally
         | anyone who isn't a top 25 point guard in the NBA cannot be
         | trusted to _dribble_ more than three times without dribbling
         | off their foot and turning it over. and there 's no shame in
         | that: Klay Thompson scored 60 points in a game while dribbling
         | a grand total of 11 times.
         | 
         | collaboration of the kind the OP describes, and somewhere
         | between endemic and pandemic in the corp-o-collab-o-sphere
         | isn't of the "oh wow that Capital Markets person we hired is
         | actually even better at UX than at their real job" variety.
         | it's a bunch of people just throwing shit at the wall to see
         | what sticks with absolutely no context and nary a second
         | thought. because why should they? it's not impossible that
         | there's a Good Will Hunting out there cleaning off the
         | whiteboards and wiping down the Kombucha kegerator; to
         | condescend that it is at all likely to bear fruit is the height
         | of arrogance. wouldn't have been a very compelling movie,
         | otherwise.
         | 
         | and yet your contention is that it's not that these people have
         | too much time on their hands, it's that they don't have enough!
         | pull aside your friendly neighborhood designer sometime and ask
         | how thankful they are that everyone seems to have opinions on
         | design because people seem to think that having eyes and a
         | mouth are the only prerequisite qualifications for being a
         | designer. good design collaboration: "hmm i think the font
         | sizes between these views are a bit inconsistent". bad design
         | collaboration: "hmmm... i think it just needs to 'pop' more".
         | 
         | high-performing collaboration looks like Watson and Crick, Jeff
         | Dean and Sanjay Ghemawat, or The Beatles. not design by
         | committee-of-people-who-have-no-particular-insight-and-
         | don't-even-care-they-just-want-to-be-seen-to-be-collaborative.
         | There is a specter haunting corporate america-- the specter of
         | conspicuous collaboration.
        
       | mcdow wrote:
       | I've used both approaches and I can't disagree more. Writing code
       | first might feel faster but it isn't. It's great for surface
       | level issues but just muddies the waters for any consequential
       | feature.
       | 
       | Measure(communicate) twice, cut(build) once.
        
         | mrkaye97 wrote:
         | IMO this is very dependent on the risk of cutting once, so to
         | speak. I'd imagine that at PostHog, the idea is there's little
         | risk of cutting many times - iterating - and more damage is
         | done by the measuring taking far too long.
        
           | mcdow wrote:
           | This is true but there is another cost. If you carelessly
           | write you can end up with a system which is a mountain of
           | bandaid fixes; an incoherent and unmaintainable mess.
        
       | john_moscow wrote:
       | If you know how to get stuff done yourself, start your own
       | company, get stuff done, and enjoy the profits (or losses,
       | depending on how good you are). It's your risk and your reward.
       | 
       | If you are working for someone else, the unwritten rule #1 is
       | that a single employee should not amass too much influence within
       | the company to start dictating their own conditions. So, the
       | management culture averages decisions across multiple people, to
       | make sure the loss of one-two team players won't be noticed.
       | 
       | It can be extremely demotivating if you are smart and capable,
       | but these are the rules of the game. Be nice, get paid,
       | accumulate some savings, make connections with other smart
       | people, learn the market, and eventually start your own game on
       | your own rules. Until then, trying to stand out will get you
       | labelled as a troublemaker, and will hamper your progress in the
       | long run.
        
         | kykat wrote:
         | good advice, someone should have told me this years ago, when
         | you start, you need to know that this is not your game, work,
         | watch and learn. Don't even think about "this is wrong" "they
         | should do this instead" "they have no idea" "I would do it much
         | better"
        
       | throwaway713 wrote:
       | > Every time you see collaboration happening, speak up and
       | destroy it. Say "there are too many people involved. X, you are
       | the driver, you decide." (This is a great way to make friends
       | btw).
       | 
       | Corollary for managers: Do _not_ say  "it's your call", then once
       | the decision has been made (and you skipped all the meetings
       | pertaining to that decision), comment about how you would have
       | done it differently and then retroactively request your report to
       | go back and make changes. This is a great way to lose employees.
        
         | kykat wrote:
         | At my previous job, "what about..." slowly became a trigger
         | word for me
         | 
         | EDIT: In the context of infinite pixel tweaking, layout
         | tweaking, and of course, new features that would require
         | significant full stack rework
        
           | hinkley wrote:
           | The four worst words on a software project are:         "Why
           | can't you just..."
        
             | fullofideas wrote:
             | Closely followed by "This should be an easy lift"
        
               | Aperocky wrote:
               | I mutter this a lot. Except when I do 95% of the time I
               | perform the easy lift right after.
        
               | neilv wrote:
               | "Delivering this feature goes against everything I know
               | to be right and true. And I will sooner lay you into this
               | barren earth, than entertain your folly for a moment
               | longer."
               | 
               | -- Krazam, "Microservices",
               | https://www.youtube.com/watch?v=y8OnoxKotPQ
        
           | marcusb wrote:
           | I once worked at a place where one of the partners
           | consistently claimed the engineering team over-built and
           | over-thought everything (reality: almost everything was
           | under-engineered and hanging on by a thread.)
           | 
           | His catch phrase was "all you gotta do is [insert dumb idea
           | here.]"
           | 
           | It was anxiety inducing for a while, then it turned into a
           | big joke amongst the engineering staff, where we would
           | compete to come up with the most ridiculous "all you gotta do
           | is ..." idea.
        
             | 0x457 wrote:
             | Have WE tried using caching?
        
           | theideaofcoffee wrote:
           | Similar to my experience doing low-level systems work, being
           | prodded by a "manager" with a fifth of my experience. No, I'm
           | not going to implement something you heard about from a
           | candidate in an interview, an individual whom we passed on
           | within the first 30 minutes. No, you reading out the AI
           | overview of a google search to me for a problem that I've
           | thought about for days ain't gonna work, nor will it get us
           | closer to a solution. Get the fuck out of the way.
           | 
           | "Can't we just..."
        
           | CBLT wrote:
           | I'm there right now at my current job. It's always the same
           | engineer, and they always get a pass because (for some
           | reason) they don't have to do design reviews for anything
           | they do, but they go concern-troll everyone else's designs.
           | 
           | Last week, after 3 near-misses that would have brought down
           | our service for hours if not days from a corner this engineer
           | cut, I chaired a meeting to decide how we were going to
           | improve this particular component. This engineer got invited,
           | and spent thr entire allocated meeting time spreading FUD
           | about all the options we gathered. Management decided on
           | inaction.
        
         | bfkwlfkjf wrote:
         | I just gave this feedback to my boss today
        
         | tombert wrote:
         | One of many reasons I left Apple. My manager's manager would
         | say stuff like this all the time, and then when I actually made
         | my PR he would basically have me redesign stuff from scratch.
         | It made me dread working on projects because I knew that no
         | matter what I did I would be forced to rewrite it from scratch
         | anyway.
        
           | AceJohnny2 wrote:
           | One of the many reasons I'm still at Apple. My manager honors
           | my decisions (sometimes, let's be honest, with gritted
           | teeth).
           | 
           | ("People don't leave jobs, they leave managers")
        
             | JKCalhoun wrote:
             | Yep. There are many, many teams at Apple. Your manager
             | makes all the difference in the world. Hated working on the
             | Photos team at Apple, loved all the other teams I worked
             | on. (So I left the Photos team to go work on a team where
             | the manager was cool. I was able to stay at Apple, just
             | move about.)
        
             | IshKebab wrote:
             | I normally move _within_ a company when I want to quit a
             | manager. It 's much easier than getting an entirely new job
             | usually. And you have a lot more information about the
             | potential role.
             | 
             | It's also a good way to get into areas you have no
             | experience of.
        
             | 867-5309 wrote:
             | one tactic is forming a group which bullies a manager out
             | of their job. it's depressingly effective and rife within
             | the professional public sector
        
         | jstummbillig wrote:
         | > This is a great way to lose employees.
         | 
         | A great way, you say. Taking notes!
        
         | hinkley wrote:
         | There are worse outcomes than that. Software devs are clever
         | people. Not all of us can be confrontational, and confrontation
         | is not the only tool available to those who can.
         | 
         | If you as a boss find yourself to be very busy all of a sudden,
         | it is likely because you have pissed off and alienated your
         | reports by questioning and overriding their judgment too many
         | times. Suddenly the team needs your "help" to make every
         | decision, and every bad outcome of those decisions suddenly
         | becomes a surprise to them.
         | 
         | They're letting you choke to death on your own arrogance and
         | control issues.
        
           | ninetyninenine wrote:
           | Software devs also all think they're smart and they talk that
           | way and take pride in it. The reality is many software devs
           | are dumb af.
        
             | binary132 wrote:
             | "trust nobody, not even yourself" applies here for sure.
        
             | hinkley wrote:
             | We are by and large hired for cleverness, so there's a lot
             | of selection that makes that true even if undergrads are
             | not far off from average.
             | 
             | It would be better if we were hired for wisdom. Don't
             | confuse cleverness and foolishness. You can be both.
             | 
             | But devs aren't usually the ones treating their reports
             | like children and then acting surprised when their
             | prophecies become self fulfilling. You can blame Taylor for
             | that.
        
               | appreciatorBus wrote:
               | Developers may be hired for cleverness, but cleverness in
               | code and technical matters does not necessarily carry
               | over into cleverness with respect to office politics or
               | good management.
        
               | hinkley wrote:
               | Management often spends less time with the users than we
               | do.
        
               | ninetyninenine wrote:
               | Cleverness in code actually correlates with cleverness in
               | social aspects. People come up with this artificial
               | dichotomy of the awkward nerd with high iq but zero
               | social skill but the reality is both of the two correlate
               | slightly.
               | 
               | At the very least we know there isn't an inverse
               | correlation meaning the stereotype isn't really true.
        
               | InexSquirrel wrote:
               | Hired for ultimately a fairly narrow field of expertise.
               | But do need support in the sense of building the right
               | thing, ensuring that thing aligns with business
               | objectives, that constraints and requirements and
               | customer needs have been communicated.
               | 
               | So in that light - either you give engineers the support
               | they need (which can be quite a lot, more than I think
               | most care to admit), or accept they're going to get a lot
               | of stuff wrong. Probably technically correct and good,
               | but still wrong.
        
               | ninetyninenine wrote:
               | It's not clever to brag about how smart you are or imply
               | you and your entire cohort are smarter than other
               | occupations. It's a sign of how much you are the opposite
               | of clever.
               | 
               | Additionally the average IQ of software developers is
               | measured to be 110-113. That's barely above one std of
               | the average so you're actually wrong. Software devs
               | aren't particularly clever but a disproportionate number
               | likes to think they are smarter than normal.
               | 
               | So bragging about something that you're completely wrong
               | about... is that clever? No.
        
         | ergocoder wrote:
         | The equivalent of "I told you so". Yeah, you should never do
         | that in any situation.
        
         | petralithic wrote:
         | Exactly, these two sentences seem at first related,
         | 
         | > _No deadlines, minimal coordination, and no managers telling
         | you what to do._
         | 
         | > _In return, we ask for extraordinarily high ownership and the
         | ability to get a lot done by yourself._
         | 
         | but can be insidious if implemented incorrectly. High ownership
         | to do what you want, but what happens if what you decide goes
         | against the goals of the manager or the company itself? No
         | company can succeed without at least some sort of overarching
         | goal structure, from which employees will naturally avail and
         | seek to benefit themselves.
        
       | codegeek wrote:
       | "Unfortunately for me, not all collaboration can be rooted out,
       | and even I will admit that some collaboration is useful. Ian and
       | Andy edited this newsletter after all."
       | 
       | So "good" collaboration does work. It is just that the post is
       | talking about things that are not really true collaboration and
       | those should be avoided. Title is click bait but posthog is
       | famous for these.
        
         | jdauriemma wrote:
         | Framing obvious/old ideas in a novel way can be helpful.
         | "Collaboration" is a meme that makes it easy to view all
         | collaboration-shaped exchanges as helpful and the opposite as
         | harmful. A memorable counter-narrative can help people think
         | more critically when faced with an applicable situation.
        
         | asdfman123 wrote:
         | The problem is design by committee.
        
         | mnsc wrote:
         | But the click bait was conceived and written super fast by a
         | daring driver!
        
       | snackdex wrote:
       | damn. super cool that posthog is acknowledging the pains of
       | growing even at their scale.
        
       | kristianc wrote:
       | "If you want to go fast, go alone; if you want to go far, go
       | together"
       | 
       | I've often noticed that this is a favourite phrase of those whose
       | preferred motion is narrating other people's work rather than
       | doing it themselves. Teams do go further together. But only when
       | everyone is rowing.
        
         | slacker7081 wrote:
         | In the original article the author says "ultimately leads us to
         | ship less." as one of the drawbacks to collaboration. Says a
         | lot really, if quantity of features shipped is a priority.
         | Great way to build a feature factory, everyone shipping without
         | feedback and having others question what you are doing.
        
         | ergocoder wrote:
         | > But only when everyone is rowing.
         | 
         | Only if everyone is toward the same direction.
         | 
         | Not when one tries to redesign a new boat and the other person
         | tries to row forward.
         | 
         | The popular "Thinking from the first principle" often leads to
         | redesign a new boat. This is where it gets problematic.
        
       | devin wrote:
       | This feels silly. I think this is just "ask for forgiveness, not
       | permission" but made more clickbaity.
       | 
       | It also borders on a kind of edgelord attitude that I've seen
       | from people who I wish not to work with again.
        
       | jesse__ wrote:
       | While I don't agree with Charles' (clearly nuts) distaste for
       | sparkling water, I'm happy to see people finally talking about
       | this issue publicly.
       | 
       | I've suffered through this at several companies, down to the
       | level of sometimes spending like 3x the time it took to implement
       | the actual feature on answering and 'fixing' pedantic stylistic
       | nitpicks during code reviews. While having a homogenous style is
       | important, I'm solidly in the camp of "if you want to give me
       | style nitpicks, just change them yourself, tell me, and save us
       | both some time". This extends to like 80% of feedback I see in
       | code reviews.
       | 
       | Be weird and do stuff. https://www.youtube.com/shorts/DjvVN4Vp_r0
        
         | happymellon wrote:
         | Have a formatter. There are plently out there that can be part
         | of the compile/build/commit flow, to the point of failing
         | pipelines if the files you changed not match the style.
         | 
         | Let people know if you have a requirement on layout and enforce
         | it. Code review is far too late.
        
           | bitexploder wrote:
           | Where I work the formatter is the final arbiter of formatting
           | code. If you don't like it, good luck justifying a change and
           | you had better have really thought about it and why your
           | change is good, because thousands of engineers have tried and
           | been defeated for one reason or another :)
        
         | thisrobot wrote:
         | amen. i don't really care about style/format. my opinion is
         | that if you care you should automate it.
        
         | joaohkfaria wrote:
         | This has no relation with collaboration. Being nitpicky about a
         | PR is wrong, you should have a linter or enforce the culture of
         | not being nitpicky about code.
         | 
         | This is not a "culture of collaboration" by any means.
        
         | hinkley wrote:
         | Every delivered feature is a liability not an asset.
         | 
         | If you don't believe me, consider two products that make
         | customers equally happy and one has half as many moving parts.
         | Which one is more profitable to maintain? The one with less
         | shit. Because the rest is just more liability.
         | 
         | So if I deliver a feature all by myself quickly and move on to
         | something else, I'm digging a bigger hole and faster than the
         | wisdom arrives to change directions.
         | 
         | But most importantly, none of the rest of you fuckers know what
         | I built or why, except what you gleaned from standup or
         | whatever docs I wrote in place of collaboration. And docs
         | written without collaboration are usually hot garbage.
         | 
         | So what do you all do when I'm hiking in the woods and the
         | cluster is on fire? Sure would be nice if I collaborated on
         | that functionality wouldn't it? Then you'd have two other
         | people to ask.
        
           | fhennig wrote:
           | > Every delivered feature is a liability not an asset.
           | 
           | > If you don't believe me, consider two products that make
           | customers equally happy and one has half as many moving
           | parts. Which one is more profitable to maintain? The one with
           | less shit. Because the rest is just more liability.
           | 
           | You're mixing up the feature and the moving parts.
           | 
           | A feature is an asset. Moving parts (or code) are the
           | liability. They are not the same.
           | 
           | Sometimes you can even improve the product by removing code,
           | or refactoring things so you have less or clearer code while
           | at the same time improving the product. Maybe you unify some
           | UI, so more functionality is available in more places, while
           | also cleaning up the code, maybe reducing line count.
           | 
           | > So what do you all do when I'm hiking in the woods and the
           | cluster is on fire? Sure would be nice if I collaborated on
           | that functionality wouldn't it? Then you'd have two other
           | people to ask.
           | 
           | It's a fair point, but depends on the scale I would say. Some
           | smaller things can be easily understood (but maybe that's not
           | the stuff that causes the cluster to be on fire). Also, IMO
           | at least one person should have reviewed the stuff, and
           | therefore be at least a little bit knowledgeable about what's
           | going on.
        
             | hinkley wrote:
             | > You're mixing up the feature and the moving parts.
             | 
             | No, you are, and this is why so many of us are shit at UX.
             | 
             | The ability to accomplish a task with software is an asset.
             | Not every application takes the same number of interactions
             | to finish a task, and each interaction is a feature.
             | 
             | Features in neither waterfall, scrum, nor Kanban directly
             | correlate with the ability of the user to accomplish
             | something meaningful. They are units of measure of the
             | developer accomplishing something meaningful, but the
             | meaning is assumed, not real.
        
           | petralithic wrote:
           | > _Every delivered_ feature _is a liability not an asset._
           | 
           | > _If you don't believe me, consider two products that make
           | customers equally happy and one has half as many_ moving
           | parts _. Which one is more profitable to maintain?_
           | 
           | Wrong analogy, use the word _feature_ in both emphasized
           | terms. Consider two products and one has half as many
           | _features_ , which is more profitable to maintain? Well, it
           | depends whether people are paying for the other half of the
           | feature set or not, as oftentimes people will pay for more
           | features than fewer.
        
             | hinkley wrote:
             | It's a perfectly fine analogy if you can get over your own
             | ego enough to realize your customers don't want to hear
             | about how very clever you are, they just want to get shit
             | done and move on to four other tasks.
             | 
             | They don't care about us. They don't. They just want to do
             | what their boss asked them to do or kill the bad guy to get
             | the treasure, and we are often enough as much in the way as
             | we are facilitating that.
        
         | m463 wrote:
         | Can't help but think this is human nature.
         | 
         | Ask anyone in a relationship if their partner complains about
         | unimportant stuff. With experience and practice you can get
         | past this stuff.
         | 
         | so... experienced reviewers.
        
         | makeitdouble wrote:
         | > style nitpicks
         | 
         | Other commenter point at auto-formating, but I think companies
         | not using any are pretty rare, hitting that very issue in
         | several companies is highly improbable.
         | 
         | We're probably down to function/variable naming, ternal
         | operators, return types, this kind of thing ?
         | 
         | Someone who can't bother looking around and adapt their style
         | to the surrounding code sounds like a problem to me. What is
         | seen as pendantic and nitpicky can have pretty large impact on
         | readability and go against others' assumptions.
        
           | lionkor wrote:
           | Even more than that, it means the developer has spent no time
           | understanding the surrounding code, and thus is likely adding
           | debt/CRUFT/risk.
        
       | iLoveOncall wrote:
       | Praising people for saying "it's your call" and in the same
       | article boasting about "extraordinarily high ownership" is simply
       | laughable.
       | 
       | The two are literal polar opposite.
        
         | willsmith72 wrote:
         | not at all. me, owner of a new feature: hey boss wanted to get
         | your thoughts on this. Boss: "let's schedule a review for next
         | week, and pull in x and y who are familiar with the space"
         | 
         | Vs Boss: "your call"
        
         | cestith wrote:
         | You seem to view them as opposites because you expect ownership
         | to mean that all employees are motivated to have a sense of
         | ownership over the whole process. There's some benefit to that,
         | sure.
         | 
         | The meaning the article is using is that there's an owner, and
         | they own the project without dilution. There's not death by
         | committee. One person or one team is given something to do, and
         | they go do it without interference from the rest of the
         | company. Whether what's delivered at the end is fit for purpose
         | is open to other people's opinions and input. How it gets
         | implemented and reaches delivery is the exclusive concern of
         | one person or a very small group.
        
       | klik99 wrote:
       | There's no one size fits all - what they're saying would
       | absolutely fail at the company I'm currently at, but sounds like
       | it works for them. The key thing is to have a process that works
       | well for the people who are there, and hire people who work well
       | under those conditions. The people who do well at our company
       | would not do well at their company, and vice versa. I don't like
       | how this article makes a claim about what works well for them is
       | actually a universal truth. It really depends on the people
       | there.
        
       | upghost wrote:
       | Taking the article's analogy of the "collaboration while
       | driving", the F1 sport is quite insanely collaborative. For
       | example, the drivers literally do have someone in their ear by
       | radio being their coach and spotter for the entire trip. I've
       | never heard of the equivalent in software. Does anyone know of
       | anything like this?
        
         | jiggawatts wrote:
         | Pair programming.
        
           | stevage wrote:
           | That was too easy.
        
         | outside1234 wrote:
         | Github Copilot
        
           | devin wrote:
           | This is like playing both sides of the board in chess and
           | claiming you had an opponent.
        
       | leptons wrote:
       | We don't collaborate, we iterate. I'm the lead of my department,
       | so I sst the initial direction of the new feature, discuss it
       | with my team, assign it, and let someone build the basic
       | functionality. Then I'll review it, and I will pick up the code
       | and move things around, refine the UX, refine the code, and then
       | maybe pass it back to the developer for more changes, until we
       | arrive at something really good. It doesn't make anyone unhappy
       | or slow us down, and we often don't know where we're going to end
       | up when we start a new feature. Things are fluid, but we have a
       | goal of making things easy to use. Iteration among the team
       | members also ensures more of the team knows how the code works,
       | and we often learn from each other. Maybe this is "collaboration"
       | but we call it _iteration_.
        
       | onion2k wrote:
       | _This sometimes leads to valuable insights, but always slows the
       | driver down._
       | 
       | In cases where the insight is genuinely useful that's better than
       | going fast mostly because you were probably going fast in the
       | wrong direction. Ideally you would optimise collaboration to
       | increase the likelihood of valuable feedback (because that saves
       | more time and money) rather than optimizing for speed.
       | 
       | That said, I've lost track of the number of meetings I've been in
       | so that someone can cover their ass by making something a
       | 'collaborative decision' instead of taking responsibility, so I
       | can totally see where the author is coming from.
        
       | brendanfalk wrote:
       | I think the real problem here is "decision making" as opposed to
       | "collaboration"
       | 
       | I can't think of a single time where having someone else review
       | my work or give me feedback is a meaningfully bad thing. It's an
       | opportunity to learn. But getting feedback is different to making
       | the final decision.
       | 
       | Instead, the real problem is the either 1) lack of knowing who
       | makes the final decision or 2) requiring everyone must agree to a
       | final decision. You will move a lot faster if you know who the
       | final decision maker is, ideally have fewer (or only one person)
       | making that final decision, and encourage people to make
       | decisions quickly (most decisions are reversible anyway)
        
         | criemen wrote:
         | This is the key insight for me about this post, and I fully
         | agree with you.
         | 
         | No collaboration means less opportunities for learning from
         | people (even the post admits!) that are "better at what you are
         | doing than you are", which imo stunts personal growth.
         | 
         | Decision makers need to be clearly appointed, accountable, and
         | empowered to follow through. But that power then also comes
         | with listening to feedback from all relevant parties. As long
         | as they trust that they're being listened to, they don't get a
         | say in the actual decision making process themselves. I also
         | agree about taking reversible decisions faster.
         | 
         | Another point I deeply disagree with is
         | 
         | > collaboration forces the driver to slow down and explain
         | stuff (background, context, their thinking).
         | 
         | Yeah, and that's a good thing. It forces them to properly think
         | through their thoughts, if they can't explain what they want to
         | do clearly and why, it probably shouldn't be done. Quality goes
         | up by slowing down.
        
           | 46Bit wrote:
           | > if they can't explain what they want to do clearly and why,
           | it probably shouldn't be done. Quality goes up by slowing
           | down.
           | 
           | I kind of agree. Without what you describe, teams often get
           | lost. But I've also seen that approach keep teams stuck in
           | comfortable local minima. Sometimes you've got to take risks.
        
         | ergocoder wrote:
         | The thing is: once you have feedback, you have to act on it.
         | Ignoring the feedback is dangerous unless sanctioned by higher
         | leadership.
         | 
         | This is our nature, and the blog does hit this point where we
         | default to collaborate.
         | 
         | There is of course a better way. A senior employee should be
         | more intentional about feedback e.g. whether can be done later,
         | put it on a backlog, or must address right now. A junior
         | employee should be intentional about what specific feedback
         | they need.
        
           | forgotusername6 wrote:
           | With PRs we prefix comments with issue/question/nitpick. Not
           | everything must be fixed, but it's still useful to at least
           | read the comments.
        
         | KaiserPro wrote:
         | One of the things that good managers/leaders do is not "make
         | decisions", ie do it this way, but increase the number of
         | decisions that can be made autonomously.
         | 
         | THat could be giving guidance; The product is aimed at x, which
         | means that feature y will need to happen before feature z
         | 
         | Or a framework; We choose to prioritise small throwaway
         | prototypes vs ground up intensive planning
         | 
         | or just taking away decision dimensions: buy this software in
         | and concentrate on this other thing
        
         | thoughtlede wrote:
         | For me there are two things about collaboration.
         | 
         | Decision making is one, which you emphasized.
         | 
         | The other is knowing what the collaboration brings to the table
         | and shaping the rules of engagement to fit that expectation.
         | Sometimes you collaborate with SMEs; they bring the domain
         | knowledge - you don't, but you understand the goal better than
         | them. Sometimes you are creating or refining the corporate
         | strategy based on the actions from individual projects or
         | partners; you are learning ground realities from them.
         | Sometimes you need help from others to improve your take on a
         | subject.
         | 
         | In each of these cases, you have to be clear about what you
         | expect from the collaborators (and motivate them to
         | contribute). Without being clear on what the collaboration is
         | about and what they get in return is the number one killer of
         | collaborative projects even though there is no ill-intent
         | anywhere.
        
       | moralestapia wrote:
       | This kills the product manager, though.
       | 
       | That's why it still persists.
        
       | commandersaki wrote:
       | I can see how the lack of collaboration lead to the posthog.com
       | website design.
        
         | ergocoder wrote:
         | This is an example of why collaboration and feedback before
         | launch are mostly useless.
         | 
         | Posthog is obviously successful. The design is good enough. But
         | is it perfect? nah. would a better design make it more
         | successful? highly doubt it.
         | 
         | If we were to take this feedback seriously, then we would've
         | halted the launch and redesign the site. Now imagine having 10+
         | feedback like this. This would significantly delay the launch
         | which would impact the success in a significant way.
        
         | portaouflop wrote:
         | I think it's one of the best marketing websites for a SaaS I
         | know, if not the best. Taste is clearly subjective
        
       | didip wrote:
       | For real. The only collaboration that is super fast is between
       | yourself and Claude Code.
        
       | tombert wrote:
       | I feel like collaboration can work great with a group of exactly
       | two people. It's not terribly hard for two people to partition
       | work and actively help each other. With two people working on a
       | project, both people can realistically understand most of the
       | codebase, and can competently review each other's pull requests.
       | 
       | I feel collaboration suffers from combinatorial complexity
       | though, and I feel any number bigger than two ends up doing more
       | harm than good. Once you have more than two people, the codebase
       | starts becoming more segmented, it becomes really difficult to
       | agree on decisions, and the project becomes a lot harder than it
       | needs to be.
       | 
       | If I ever get into management, I think I will try and keep this
       | in mind and try and design projects around two-people teams.
        
         | patrickmay wrote:
         | If each person can eat half a pizza, you've reinvented the
         | Amazon approach:
         | https://martinfowler.com/bliki/TwoPizzaTeam.html
        
       | throwaway7783 wrote:
       | >>Prefer to give feedback after something has shipped (but before
       | the next iteration) rather than reviewing it before it ships.
       | Front-loading your feedback can turn it into a quasi-approval
       | process.
       | 
       | Don't confuse this with "Don't test and don't do code reviews"
        
         | hinkley wrote:
         | The line you quote is oddly one of my strongest arguments
         | against Scrum.
         | 
         | Agile in general and Scrum in particular don't want to declare
         | things as done when they aren't and if you haven't yet given
         | feedback, is it really Done? I don't think it is.
         | 
         | With Scrum the pressure to put away the done thing and start
         | something else is very high. The moment you start thinking
         | about your next story, unless it's very closely related to the
         | previous, your ability to accept feedback becomes quickly
         | curtailed.
         | 
         | This is half of the point of Continuous Integration. Fast
         | feedback is often the only feedback that causes behavioral
         | changes. Things that happened a while ago become abstract.
         | Think about a conversation you've seen where someone describes
         | how another person hurt their feelings yesterday, versus five
         | years ago. The reactions are very different.
         | 
         | So if you enjoy talking, I suppose it "works" for you but if
         | you hate having to give the same correction over and over, you
         | need to make the person stop and go back until they learn how
         | not to get stopped. Anything else loses the war.
        
       | CGMthrowaway wrote:
       | _> Prefer to give feedback after something has shipped (but
       | before the next iteration) rather than reviewing it before it
       | ships. Front-loading your feedback can turn it into a quasi-
       | approval process._
       | 
       | This works for software dev. Would be more difficult in anything
       | else, where you're not constantly updating an existing product on
       | a weekly basis.
        
       | foobarbecue wrote:
       | I don't think this is good advice for building, programming, or
       | operating spacecraft.
       | 
       | Edit to add detail: a spacecraft tends to have lot of subsystems
       | that need to work together well, each requires a specialist lead,
       | and there's a high return on investment for things like improving
       | efficiency, sharing resources between subsystems, etc. leading to
       | reduced power, data, and mass requirements. They tend to be
       | bespoke and high value so it's critical that detail knowledge is
       | spread among multiple people, edge cases are carefully
       | considered, and lessons learned get learned by everybody.
       | Collaboration is key in that kind of endeavour. If you're
       | slapping together a CRUD app that can't hurt anyone, sure, go hog
       | wild.
        
         | manmal wrote:
         | Or medical software. It's great advice for people building
         | products which don't need to work correctly up into the high
         | 9s.
        
       | wagwang wrote:
       | This is so dumb, its how you end up with 37 versions of the same
       | thing.
        
       | zzzeek wrote:
       | wow add Posthog to Places Id Never Work
       | 
       | "you asked someone what they thought of your approach? BAD!
       | that's not our culture!"
        
       | lonesword wrote:
       | If I don't like my coworkers, I'm out. I like people who give a
       | shit about the work I do (a.k.a "collaboration"). "Whatever, you
       | own it" is just lazy for "I can't be bothered to understand what
       | you are working on".
       | 
       | The problem is not the collaboration, it's the ineffective
       | collaboration. Maybe the author should fix that instead of
       | pitching magic anti-collaboration click-bait pills.
       | 
       | Also, the problems you solve must be pretty straightforward and
       | unambiguous (or you have a small codebase) if you have the luxury
       | of being able to just make a pull request for it.
        
         | VBprogrammer wrote:
         | It's obviously written in a "hot take" fashion, to be
         | deliberately provocative. Taking it literally would be foolish
         | but there is certainly some degree of truth in there.
         | 
         | Any meeting with more than 3-4 people (and maybe even less) is
         | probably a waste of time.
         | 
         | Creating a PR doesn't mean everyone just accepts whatever
         | change you've made. But it certainly gives something
         | unambiguous and tangible for people to form their objections
         | around. Rather than objecting to some misinterpretation of the
         | idea in their own head.
        
       | usernamed7 wrote:
       | Take a look at their codebase (posthog is open source) and then
       | tell me again that collaboration sucks, because i feel like the
       | lack of collab is why their codebase is in such terrible
       | condition.
        
       | cestith wrote:
       | The dose makes the poison.
        
       | chadrs wrote:
       | Collaboration slows things down but going fast at all cost leads
       | to tech fragmentation, tech debt, and product debt.
       | 
       | fwiw I'm not in the camp of "we must have everything done in one
       | consistent way" but there are places, for example a public API,
       | where having 4 different names for the same concept, 3 different
       | response format/url path styles, etc. starts to look really
       | sloppy.
        
         | anal_reactor wrote:
         | In my company we have the best of both worlds - things are slow
         | as hell and there's shitload of tech debt. This is direct
         | result of "collaboration" aka "nobody actually owns anything".
         | I put forward a proposal to standardize various things across
         | our software, and in response my manager called a meeting of 10
         | people. No proposal can survive a meeting of 10 people at once.
         | 
         | IMO the best way is to split your organization into units that
         | nicely map with technological/business boundaries, and then
         | give each unit the responsibility to own something tanglible.
         | The problem is, if the organization is full of idiots, everyone
         | tries to do the opposite, in order to diffuse the
         | responsibility.
        
       | NumberCruncher wrote:
       | Marketers ship code, salespeople answer technical questions
       | without backup...
       | 
       | ...and you dentist cuts you hair and your hairdresser pulls your
       | teeth. Because everything is a trade what can and should be
       | learned, except if it's related to writing and selling software.
       | 
       | To be fair, you did not say that marketers ship working and
       | maintainable code, salespeople answer technical questions without
       | backup the correct way. Therefore you might be right, thought.
        
       | TZubiri wrote:
       | My girlfriend enter a new job and she told me about some scenario
       | related to IT, kind of asking for my input. At one point she told
       | the IT guy, who was discussing through emails or chat, that they
       | should hop on a call. I told her that the IT guy probably hated
       | that, but she couldn't understand why.
       | 
       | I think speaking to people is a stressor, it's an activity that
       | drains energy, like running or literally doing anything, but IT
       | people can go for weeks without talking to people, so they have
       | that muscle atrophied and even the slightest of real life
       | interactions feels like excessive to them.
       | 
       | This article is just peak IT. Collaboration is normal man, you
       | probably didn't invent a "it's your call" solution to the
       | "problem" of collaborating in companies. I wish you the best of
       | luck in building your social skills.
        
         | billy99k wrote:
         | I'm not sure where you work in IT, but if I went weeks without
         | talking to someone, I would be out of a job.
        
       | criemen wrote:
       | > A discussion about building a specific feature can devolve into
       | reevaluating the entire product roadmap if you let it.
       | 
       | Well, if the product roadmap doesn't hold up to scrutiny, it
       | _should_ be reevaluated. Too often people commit to something,
       | and then continue building it, despite the market realities
       | having shifted underneath them. I see most teams not asking
       | themselves often enough "should we still be doing what we're
       | doing", than the opposite. The sunk cost fallacy is real.
        
         | ergocoder wrote:
         | It's called "thinking from the principle" for a reason.
         | 
         | You will have to re-invent the whole product from the start...
        
       | ripped_britches wrote:
       | I love this, thank you posthog for being great
        
       | krosaen wrote:
       | No so much about why collaboration sucks as and argument for how
       | important direct ownership / responsibility is. Good post.
        
       | mpweiher wrote:
       | It helps to go to the classics.
       | 
       | ...
       | 
       | Expected Benefits of Modular Programming
       | 
       | The benefits expected of modular programming are: (1) managerial
       | --development time should be shortened because separate groups
       | would work on each module with little need for communication: ...
       | 
       |  _On the criteria to be used in decomposing systems into modules_
       | , D. L. Parnas, 1972,
       | https://dl.acm.org/doi/10.1145/361598.361623
        
       | energy123 wrote:
       | You can collaborate with smart and driven people. For the rest,
       | you can "collaborate", which means doing it yourself and sharing
       | the credit.
        
       | AceJohnny2 wrote:
       | > _others feel obliged to give feedback because we have a culture
       | of feedback._
       | 
       | See also "bikeshedding". Made famous by FreeBSD core developer
       | Poul-Henning Kamp (phk). I see there is now a website dedicated
       | to his email: https://www.bikeshed.org
       | 
       | In short: people give feedback and quibble _because they can_ ,
       | to demonstrate that they're participating, that they can
       | contribute.
       | 
       | Being aware of this habit _and inhibiting it_ is something I
       | teach to every new employee in my team. (If you know how to avoid
       | it always, teach me)
        
         | IshKebab wrote:
         | You don't really need to explain bike shedding to HN.
        
       | sodapopcan wrote:
       | It's quality isn't your main metric then ya, knock yourself out.
        
       | milesvp wrote:
       | I'm a little disappointed at the amount of me tooism in this
       | thread. I think a lot of people here have maybe had really bad
       | collaborative experiences. Maybe that's the default? most orgs
       | are going to be bad at most things (tm).
       | 
       | I can't help but think about this paper I ran across over a
       | decade ago, that found a very high correlation between team
       | diversity and paper citations.
       | 
       | https://arxiv.org/abs/1803.02282
       | 
       | This one always stuck with me, partially because of personal
       | biases, but also because it just seems so powerful to have access
       | to different perspectives when trying to build something. I know
       | from personal experience, that when someone on my team has
       | something unusual about them, when we build a thing with them in
       | mind, the final product is just better. It might be related to
       | the old advice of making sure that everyone's computer is
       | different to make it more likely to run into bugs. Or make sure
       | the devs don't have the fastest computers so they notice
       | performance issues. But I also see it a lot in gaming too. If you
       | tell me a game has color blind settings, that immediately gives
       | me a big hint as to the quality of the rest of the game.
       | 
       | So this begs the question to me. What is it about building with
       | someone in mind that is different than the collaboration that the
       | author is talking about? Like, we expect committees to produce
       | spheres. And we expect bike shedding to derail meetings. But what
       | is different? is it agency? is it a single vision for the design?
       | There is definitely something to be said for having one person
       | who really understands the problem being the one to arbitrate all
       | decisions about the thing. Is it how criticism is offered, or
       | maybe whether a criticism can be ignored without social backlash?
       | Is collaboration really that different than customer feedback
       | which is generally seen as healthy for a product?
        
       | Ericson2314 wrote:
       | I'm just going to say it's not a coincidence that this
       | individualistic stuff is full of driving metaphors.
       | 
       | Driving is one way to get around; it's not the only means of
       | transportation.
        
       | tikhonj wrote:
       | > _Imagine you are driving a car._
       | 
       | Rally races sometimes have two people, a navigator and a driver.
       | The dynamic between them is absolutely fascinating. I recommend
       | watching some videos because, before I saw it, I would not have
       | imagined that driving a car like that would have been possible
       | much less effective.
        
       | commandlinefan wrote:
       | I interpreted it as a joke, although I couldn't help but agree
       | with a lot of what I think was meant to be ironic.
       | 
       | The problem I always run into is that the potential usefulness of
       | collaboration breaks the insistence on predictability: nothing
       | can be done unless it can be put to, and measured against, a date
       | and a timeline. Collaboration is inherently unpredictable and
       | worse, spreads blame around, so there's always this insistence
       | that collaboration take place in very constrained ways (usually
       | in the form of pointless meetings to review line items in a text
       | document that doesn't end up being very useful).
        
       | joaohkfaria wrote:
       | Everyone reading this article: Don't fall for it.
       | 
       | There're scientific evidence that collaboration > individualism.
       | Please, just search online about it. If it wasn't the case, do
       | you really think every company in the world would just work in
       | collaboration without any particular reason?
       | 
       | https://atlas.northwestern.edu/wp-content/uploads/2017/03/De...
       | https://web.mit.edu/curhan/www/docs/Articles/15341_Readings/...
       | https://journals.sagepub.com/doi/10.1518/001872008X375009
        
       | straydusk wrote:
       | > I disagree on some of that, but it's your call.
       | 
       | This sucks. I can't believe they used this as an example to
       | follow. "I think it's bad, but I'm not going to tell you why, I'm
       | just going to say that and then tell you it's on you".
        
       | philippta wrote:
       | Reminds me of Casey Muratori's talk on Conway's Law: ,,I always
       | know what I am thinking..."
       | 
       | https://youtu.be/5IUj1EZwpJY?si=b7rG7_vemkiOL8Bp
        
       | stevage wrote:
       | This is a fun piece, though I definitely don't agree with it for
       | the teams I have been in.
       | 
       | OP seems to assume that code is better than no code. Often this
       | has not been true, and collaboration has either pointed out that
       | a feature already existed, or was a bad idea. So in this
       | metaphor, it stopped the driver...from driving to a bad place.
        
       | vapemaster wrote:
       | You guys need to work on harder problems.
        
       | xrd wrote:
       | I wrote a book about GitHub a while back. I interviewed a bunch
       | of GitHub engineers. One comment was really fascinating: at least
       | some teams required the engineer to write up an empty PR (with
       | zero code) about how they were going to do things before writing
       | any code. The team would need to sign off on that PR before any
       | "work" was done. Can anyone describe that in any way other than
       | collaboration? But, that's really smart collaboration and not in
       | progress collaboration.
       | 
       | Getting things done is an important metric.
       | 
       | Getting the right things done is much harder to measure and I
       | think the hive mind helps a lot with this.
       | 
       | If you have good writing skills and can communicate well about
       | what you are working on, feedback and collaboration can be fast
       | and effective. And, is the only barrier to tunnel vision. You
       | cannot be a good engineer without some kind of self absorbed
       | focus on a problem, and you can easily lose sight of the forest
       | in the trees when doing that. Without collaboration it is
       | unlikely you can pull yourself at the optimal time.
       | 
       | "Perseverance bias" or "sunk cost fallacy" and "cognitive
       | entrenchment" are not mentioned in the article, but they should
       | have been.
       | 
       | We've lost focus on the importance of good writing skills and
       | good communication skills. AI is going to make that so much
       | worse. If you can effectively communicate in progress tasks, many
       | of the collaboration problems described here can be avoided.
        
         | bunderbunder wrote:
         | I worked on a team that did something like that for important
         | stuff. (We didn't bother for the relatively routine or
         | uncontroversial changes.) Although in our case we did it in a
         | team meeting rather than asynchronously.
         | 
         | It really was horrendously valuable. Many, many times someone
         | would save a their teammate an ungodly amount of time by
         | pointing out an easier way to do something. It was a big
         | complex system so naturally none of us could be expected to
         | know every nook and cranny.
        
         | lionkor wrote:
         | > The team would need to sign off on that PR before any "work"
         | was done. Can anyone describe that in any way other than
         | collaboration?
         | 
         | That sounds like an ad-hoc planning for a single issue, which
         | you could also just do for a subset of the open issues, every,
         | lets say, 2 weeks. And so we invented SCRUM.
        
           | anthonypasq wrote:
           | scrum planning doesnt usually get too nitty gritty on
           | implementation details in my experience if you dont want the
           | meeting to last 4 hours.
        
           | lmm wrote:
           | > That sounds like an ad-hoc planning for a single issue,
           | which you could also just do for a subset of the open issues,
           | every, lets say, 2 weeks.
           | 
           | So you'd require the whole team to spend time on matters that
           | interested only a subset, and you'd do this in a blocking way
           | rather than asynchronously? What possible benefit would that
           | have?
        
       | hinkley wrote:
       | I'm shocked this title is coming from a PostHog employee but more
       | shocked that is seems to be relating not his experiences but a
       | shared one. But as I read I quickly noticed a problem.
       | 
       | Charles isn't describing Collaboration.
       | 
       | He's describing people being voluntold to seek validation from
       | other people. That is politicking and blame diffusion and has
       | fuck-all to do with collaboration.
       | 
       | Collaboration is a small number of people reaching a consensus on
       | a thing, understanding how and why the decisions were made, and
       | executing on those decisions. All of these things are necessities
       | in a 24/7 operation. You need a bus number on everything and how
       | are you going to get a bus number without collaboration? It can
       | be done but it's slow. Often painfully so.
        
       | sethammons wrote:
       | This is simply an awful thought piece and is wrongheaded.
       | 
       | The problem is not collaboration nor feedback. It is the lack of
       | a decider. Deciding by committee is a bad way to run as an org
       | grows. Collaboration is still key.
       | 
       | One person needs to be the person who decides. Decides what? That
       | is the trick. The further down you push decision making, the
       | faster things go. But someone is the decider, not a group.
        
         | sibeliuss wrote:
         | Yes, exactly. In many cases you don't exactly need to involve
         | the whole group but without a decider things stall out. And
         | suddenly getting a decision about something looks like
         | "collaboration", and gets struck down by the great confusion
         | which is this authors take. It's a lack of decision making,
         | simply put.
         | 
         | Articles like this are quite poisonous, because they take
         | language and mutate it for purposes that aren't quite sincere,
         | and then next thing you know something necessary and good is
         | worthless.
        
       | romanhn wrote:
       | The author talks about having a clear bias for action (a great
       | thing!) but in the process throws the baby out with the
       | bathwater. Without collaboration you'll end up with silos,
       | overconfident decision-makers, and all sorts of preventable
       | production issues, all in the name of avoiding the dirty C word.
       | How about following the approach of pragmatism and finding a
       | solid middle ground that achieves the best results longterm? I
       | suppose that doesn't tell a great story in company all-hands and
       | corporate blog posts.
       | 
       | On the bias for action front, one trick a previous company
       | implemented that worked wonders was stating (in Slack, meeting,
       | whatever): "I'm planning to do X, any strong objections?". The
       | strong objection part generally dissuaded most lazy bike
       | shedding, especially if paired with "do you really feel strongly
       | about it". Of course if people do, then you have a discussion,
       | but most of the time it's a thumbs up and off you go.
        
       | fhennig wrote:
       | I think the car analogy is great and also even shows that some
       | degree of collaboration is great! IMO it's about the scale.
       | 
       | Like someone giving you directions while driving, IMO it's great
       | to have input from 1 to 2 people on a PR, and also while planning
       | a feature. For me this has helped me avoid some basic mistakes
       | and helped me not to overlook some pitfalls early on. Same for
       | reviews.
       | 
       | But the screenshot from a PR with ~10 people reviewing it is
       | where it gets crazy, I've never seen that.
       | 
       | Personally I usually just don't add to discussions like that,
       | seems pointless. IMO it's also about trusting your colleagues:
       | probably they have already said all there is to say.
        
       | slashdave wrote:
       | I suppose if your primary goal is to write code and ship, you
       | might like this advice.
       | 
       | Some of us like quality products. Maybe I am just old fashioned.
        
       | perlgeek wrote:
       | One reason for collaboration is to raise the bus factor.
       | 
       | For small to medium-sized applications, it's not hard to get a
       | single good developer to crank out feature after feature... but
       | they're the only one that understands any of it. Then that single
       | developer is hit by the proverbial bus (or Corona, or retires, or
       | resigns, or whatever...) and you have important software without
       | any maintainer.
       | 
       | That might be OK for some startups where the expectation is that
       | the code will be thrown away and replaced by something better
       | pretty quickly, but for slower organizations, that's often a
       | nightmare scenario.
        
       | cbreynoldson wrote:
       | For relatively straightforward groups whose tasks are self
       | explanatory and/or isolated, sure. For any kind of invention,
       | however, I don't think this line of thought works. Alan Kay has
       | said in a number of places that Xerox PARC (likely) couldn't have
       | worked if they had been remote, nor could it have worked if they
       | hadn't had the time they did to goof off, argue, share
       | hypotheticals, etc. Developing a shared intuition and connection
       | with others in your group is an immeasurable quality that doesn't
       | get enough love.
       | 
       | In other words, if your organization is made up of a bunch of
       | geese that lay golden eggs, by all means let them lay eggs, but
       | don't ignore the fact that your _organization_ could itself be a
       | goose that lays golden eggs _together_.
        
       | emphis wrote:
       | Elon Elias Musk saw right through this as he silently stared at
       | each and every one of Twitter's dream-team that was expecting the
       | ride to go on. He saw right through the cracks, the Staceys, the
       | Mikes. He had the final tweet and blew most of the crew. He would
       | agree with you Charles, he would agree to the point of saving
       | screenshots of your website so you can collaborate with his
       | memes.
        
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