I have been chosen to be this week IT-profile on Danish IT-news website Version2. You can read the article here.
It’s in Danish, but the gist of the article is that I think most ERP systems implementations is driven to much by what the system can do, instead of what the company needs, and what will create value for the company in which ERP system is being implemented.
I argue that to realize the full benefit of ERP systems, you have to start with looking at the company’s strategy and goals, and then structure an ERP solution that helps the company reach those goals. Too often I have seen the opposite happen, and ERP being implemented based on the capabilities of a specific ERP system instead of what the company need. And that do not lead to customer satisfaction.
Secondly I argue that ERP system is often looked on as technical implementation of a new IT-system, instead of what it really is – a project that changes the way the employees work. To get the full benefit of the implementation, you have to have change management initiatives running parallel, to ensure that employees and partners understand their benefit of using the system.
I intend to write more about this subject in the coming months, so be sure to check back in regularly.
Common sense or your money back
mandag den 5. november 2012
onsdag den 6. juni 2012
Gaming for leadership
As you might have read
earlier in this blog, I think that we can learn a lot from games and
gaming about how to be productive in our work life. So I have been
reading a lot about games, gaming (and gamification lately, and it
has truck me that what characterizes a good game is also what
characterizes good leadership.
It was while reading
Jane McGonical's book “Reality is Broken” that it started
to fall into place for me. She defines a game as sharing
4 common traits - a goal, rules, a feedback system and voluntary
participation. Playing a game is fun, because as we try to reach the
goal, certain constraints apply (the rules) offering resistance to
reaching the goal, we gain feedback along the way on whether or not
we have reached the goal, and since it is a game, nobody is forcing
you to do this.
Ideally that is how good leadership should be as well – the goal is set
either by the leader or the team as a whole and in come cases by
outside forces. Certain constraints apply such as time, materials,
and resources available. And while we work to reach the goal feedback
should be coming back to us in a multitude of forms from our
leadership, from customers and vendors, and other parties involved in
the business. It is also a voluntary commitment, because we can in
most cases quit the job, if we do not like it.
The problem
is off course that things are seldom ideal and hence work is often
not as fun as it could be. What is strange is off course that there
is really nothing stopping us from trying to reach an ideal state. We
have control of almost all the parameters and the ones we do not have
control over, we can get feedback on and adjust to. Let look at the 4
traits one at a time.
A game has a clearly
defined goal. In in reality projects often have vague goals or
conflicting goals from stakeholder to stakeholder. But it does not
have to be that way. Practically all books I have read about
leadership and management states that having a clear and measurable
goal is paramount if you want to succeed. So if we want to make work
more fun by making them more like games we need to focus on making
good goals – which is something we can do something about.
A game has clearly defined
rules - reality do not. However the constraints of a project act
somewhat like rules. Things like we cant go over budget, we cant get
more members on the team, and we need to finish by a certain deadline
can all be considered the rule of the project – the constraints we
have to act within. These are usually the things that are hardest to
change and hence we feel blocked by them. But if we accept them just
as we accept rule sin a game, we can enable faster and easier
decision making. Its all about focusing on the goal and how to reach
it within the constraints instead of focusing on the constraints and
how to get around them.
Feedback is easier if we
have clearly defined goals. But we have already established that if
we do not feel that the goals are clear we should start by clarifying
them. However even when we have good goals to measure against good
feedback does not automatically follow. Good feedback requires rules
and methods and diligence to achieve it. Most agile methods have lots
of feedback procedures in the form of burn down charts, sprint
demo's, code reviews and sprint reviews. For some reason I have often
experienced, that the first things that are sacrificed when time are
about to run out are the feedback routines because the do not seem to
add value in themselves. But they are essential as they are what
allows us to measure the value of the work we do against the goals.
Voluntary
participation might seem something that only really applies to games
and not work. Because realistically how many of us wants to quit our
job because of one bad project. But this is where the leadership part
really should shine. I think this quote from Dwight D. Eisenhower put
that very well in perspective: “
Leadership
is the art of getting someone else to do something you want done
because he wants to do it.". And I think that if you focus on
getting the first 3 thngs right (goals, rules, feedback) then you are
much more likely to get people to want to work for you and having
more fun doing so.
mandag den 23. april 2012
Planning for quality
As the fourth value
in the agile manifesto (link) is: ”Responding to change over
following a plan”, I have often experienced that it is difficult to
convey to a team, why we should plan when we know it is going to be
changed later anyway. Why not just start coding and act.
Many agile methods such as
XP and Scrum actually has a lot of planning activities in them, and
actually follow a quite strict schedule, although that schedule is
very different from waterfall methods. But I find that few can
explain the paradox of why planning is necessary when we don’t plan
on following it anyway.
And then I read this
little insight in a book not at all related to agile or programming,
but to leadership and it struck me that it was the reason why even
agile methods emphasize planning activities, although they value
responding to change over following a plan.
The insight is this little
quote from a book called Lateral Leadership:
”The goal
of planning, however, is not high quality plans but high quality
work.”
So when the
team ask why they must plan the answer is to heighten the quality of
the work they are doing. Work must have a direction, something to
work towards, a vision of how the world will be, when our product is
finished. And that is what planning does – it gives us a goal, and
with a goal it is much easier to see what the next step towards that
goal is.
If we look
at planning this way, how good a plan is can then be measured by
looking at the output of the work that comes from following the plan.
This can then be used as input for retrospectives, where we can
suddenly ask ourselves, if improved planing can help improve our
quality.
It can also
help us set the time span of an iteration, as when following the plan
no longer provide high quality work or value for the customer, then
we should look at stopping to follow the plan or change the plan –
i.e. start a new iteration.
The
last thing I really like with this definition of what a constitutes
good planning is that it gives us an external measure of whether a
plan is good. A plan is no longer measured on if it meet certain
criteria or conforms to a certain standard. It can be valued on the
output – did we get the value we wanted when we did the planning.
What
do you tell your team, when they ask you why they should do all that
planning?
tirsdag den 10. april 2012
Gaming for a discount
If
you have been reading some of my other blog post, you have probably
realised that I am becoming more and more interested in gamification
- i.e. how games and gaming can be used to make work both more fun
and productive.
So
this morning while browsing my emails I noticed an Email form
Sitepoint that offered a discount if I completed a simple
little game. Normally email with offers goes almost straight into the
trash can, but because of the little game, I was intrigued.
The
game was a simple game of searching their websites for 3
clues. I completed the game and even though I did not take the offer,
they got me to browse their website. I think this is a fantastic way
of showing how adding even a little gaming contect can spur the
curiosity of a reader and get him to look at your website. This is
gamification in it simplest form – I wish there where more like
this.
PS
– I am not in any way affiliated with SitePoint – I just bought
some stuff from them and now receive their newsletter.
mandag den 26. marts 2012
Action stations!
When I started this blog, I swore to my self that this was not going to be one of those blogs, that only have 3-4 post and then just stop. And here I am and it has been more than 4 months since I updated it.
Luckily I happened to watch this little fun video earlier today. Since it's core message is to take action, I decided to take some action and make a blog post. The part about taking action is one I have mentioned earlier in this blog post.
So this is the first post of the revival of this blog - please do come back and check regularly - I promise there will be more posts soon!
søndag den 6. november 2011
Cat herding – best done by cats?
Managing
creative people are often compared to herding cats (link 1, link 2,
link 3). And that can be a daunting task as cats are
known to do mainly do what they want to do.
However
this is not a blog post about the usual answers to leading creating
people. As usual I have connected som related things and got this crazy idea
that I just have to share (and I hope that ranks me as one of the creative peole).
Well,
leading creative people may be like herding like herding cats, which
sounds stressful, and often taking part in a software development
project is almost the definition of a stressfull environment.
This
is a bit funny as actually research shows that owning cats have many
benefits. One of the benifits are that having cats around
reduces stress. Having worked from home the last couple of month I
can attest to that having a cat sleeping on your desk next to your
keyboard while you work has a very soothing effect that lets you
concentrate on the job. And if you need a quick laugh just take 2
minutes watching a cat play with a string (not my cat,
allthough one of my cats are called Arthur).
A
couple of month ago, I stumbled over a refence to cat cafés.
At that time I thought it funny, and was wondering if a cat café
would work here in Copenhagen where I live. But recently I have
thought further – what about cat offices? Would it be an
improvement to an office if there was a cat or two present?
On
the top of your head you will probably call the idea ridiculous but
try to give it some more thought. Cats are very clean animals and
they sleep 60-70% of the day, and are generally not hard to keep. It
is a very little expense and that could easy be recovered if they
help create a less stressfull enviroment with a less negative mood
that increases the productivity.
I
am not saying this is an idea that will work for everybody –
perhaps it will only work for a few – but on the othe I hand I do
believe it should not be completely written off either.
Do
any of you know offices where they keep cats? Then please leave a message in the
comments.
onsdag den 12. oktober 2011
The user is never right
The user/customer is never right – at
least when it comes to designing good IT systems. This might seem
like a odd statement to come from someone like me that thinks agile
is great. Because agile places a lot of weight on commucation and
customer collaboration, and most agile methods uses user stories or
use cases as their basis for development. And if we base our design
on user stories they must be correct, right?
Well, sorta but not quite. In the
recent massive amounts of articles about Steve Jobs that have
appeared after his death I came upon this qoute: ”You
can't just ask customers what they want and then try to give that to
them. By the time you get it built, they'll want something new.". I know from personal experience that this is often the way
customers act when you present somenthing to them. There is always
changes or imperfections, or their problems and processes have
changes. I am sure many other developers out there know the feeling.
So if we do not trust the user/customer
to supply us with what to do, should we then just do what is awesome?
Well, that often do not work either. I found this qoute in a blogfrom CCP about the problems they face when developing (they use
Scrum): ”..when
we start off with an awesome idea rather than an actual problem we
want to fix or a feature that has a clear, functional and necessary
goal, it generally requires painful fixes further down the road”.
Does that leave us with a catch-22
problem? We can't rely on customers and we can't rely on what we find
awesome.
No – we actually have all the tools
needed in agile thinking. As I see it much of the agile way if
thinking is based on that the user never really know what they want.
We – the developers – need to help them. So lets look at it that
way.
First – as agile developers we are
always ready to respond to change over following a plan. We know we
can not trust the user/customer to know exactly what he wants, so we
make short iterations and continiously deliver stuff to the user, so
he can see if he can use what we have made – if the system solves
his problems.
Secondly we collaborates with the
user/customer. This is usually done by frequent interactions with the
user/customer to build trust between them and us – we need them to
trust that we understand their problems and that we will deliver
something that helps them.
Which leads me back to user stories and
the qoute from the CCP blog. User stories is a great tool if used
correctly. They are however not requirements. They are a tool that
facilitates communication with the user/customer, and grounds our –
the developers - understanding of their problem. It is not the
solution to the problem – the solution is experessed in deployable
code that solves the problem.
When we look at the standard template
for a user story (*) it has often struck me, both as a developer and
business analyst, how often the last part is omitted – the benefit.
But that is crucial for understanding the problem that we want to
solve. It is the benefit that creates value not the action. So I find that the trick to creating a good solution is to focus on the benefit and
how to achieve that and not so much on the action. If we can find a
better/faster/smarter action that achieves the same goal surely we
will deliver value. But if we assume that the user/customer is right,
we often focuses on the action – which is usually also easier, but
also leads us much more in the direction to focus on contract
negotiation instead of customer collaboration – afterall the system
can do all the required actions, right?
In my experience it is the projects
that take user/customer inputs as absolute requirements that fail –
at least in delivering value. The ones that succeed is the ones where
the developer solve the user/customers problem often using novel
technology or solutions that the user/customer did not think of. So
the user is never right – but neither is you – but that does not
matter if you have a little faith and trust in each other and look at
the problem and what creates value.
(*) "As a <role>, I want <goal/desire> so that <benefit>"
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