Wrong Communication In Distributed Teams
One of the big challenges faced by distributed teams is how to get over the communication gap created by the physical distances that separates them. We all know that communication, either verbal or non-verbal, is fundamental for any project to be delivered successfully. When a team is good at communicating, they cultivate a more effective sense of collectivity and cooperation, having faster feedback, by sharing information (knowledge) and having valuable discussions.
But this is not quite the real world for distributed development teams. It’s much harder, not to say almost impossible, to know what exactly is happening on each other’s mind. What problems and technical challenges are they facing? What are they doing now? What points are they considering when designing a new feature? How important is for them to write tests? Are they following the project development standards?
Blame the "Bandwidth Limited" Communication Tools!
Software development teams, by the nature of their work, needs to discuss and assess different ideas to solve complex problems. And they are very difficult to communicate when using tools such as email or telephone, which on the book they call “bandwidth limited”. And those are exactly the ones available for most distributed teams. So face-to-face communication suits better for this kind of discussions, using the assistance of diagrams or sketches, not to mention the use of body language. This would give us immediate feedback, just by looking into the other person’s eyes, which communicate understanding.
* Extracted from The Organization and Architecture of Innovation: Managing the Flow of Technology (with some modifications).
And as you can't always minimize distances to allow verbal communication, you have to look for other ways, and maximizing non-verbal communications is definitely a road to go down.
Some Bad Outcomes
Poor Code Quality
- Code Duplication (see)
- Reinventing the wheel (see)
- Code For The Others (and for yourself)
- Broken Builds
It's quite usual. For example, the guy wants to load a XML file as a String so that he can perform some assertions over the result. He will implements something like a FileLoader class. But what he doesn't know is that another developer has already implemented a class with this behaviour.
This is partially caused by lack of communication and partially a result of the programmer's discipline. When adding a new library to the project the team must have a discussion and look for the benefits earned by using it. Before adding a XML parsing library that you're used to, have a quick chat with the team will let you know if is there any other parsing library being used. Maybe someone could make a walk-through with you on it. But it is your responsibility to know how to use it afterwards.
When coding, you should always ask yourself if your peers would be able to understand what are you producing. Better still, you should ask if you would easily understand it again in a couple of weeks from now. It's quite common when coding, you get contextualized with what you need to do to deliver that functionality. This context will always get lost after finishing, unless you share it with the others or document it. There are some good materials out there that shows you how to write clean and readable code.
In a distributed team, a broken build not only just affects the people in your room, it also affects people in rooms into other cities. So reverting a broken build should be taken into account, specially when you have a slow build, then definitely the commiter would get himself into a big problem! Imagine a long build that takes about 30 minutes for example, and someone commits something broken. If he fixes it really quickly, it still may take 1 hour for the other team to be able to commit its changes and consequently 1 hour and a half lost in productivity in the other cities. It's all about communication - the quicker the build, the quicker the feedback. So a fast and successful build is mandatory!
Fear of Refactoring
Poor code quality results in fear of refactoring. Who hasn't been in a situation, working on a tightly coupled system, where it was quite hard to do any refactoring? Any attempt would propagate the changes deep in the source code, ending up shaving the yak, not going anywhere.
Absence of Trust
I see this one as a result of the other two I mentioned above. When your team is biased to go off the tracks when trying to comply with code standards, some precautionary measures are generally created to avoid the worse.
I've seen a case where a pair, assigned to implement a story, and almost completing the development, ended up realising that another pair was also looking at it. Don't ask me why!
I've also seen people creating triggers on the version control system, so that for each commit from one team, the other received an email with all the commit information. This is good in one side, because you can easily identify cowboy commiters that don't write tests. But this is also used to check if the code is acceptable, reverting if not!
My Current Experience
The team I'm currently working with is facing some of these problems, and during all last week, when I was on the other side of the fence, visiting the other part of out team on Tasmania, this became even more highlighted. Although we were having daily stand-up meetings, I felt like I was missing something, specially because there was another team in Melbourne joining us and I still didn't know how it was going to work out. Chatting with my friend Mark Needham about it, he recommended me a book called The Organization and Architecture of Innovation: Managing the Flow of Technology, where there's a chapter dedicated exclusively to this point, and that I could probably get some ideas of how to overcome this problem.
Taking actions
It seems obvious that an organization that wants its technical staff members to communicate needs to ensure the distances among them are minimized. Unfortunately, the traditional and most common form of office configuration does just the opposite. Not to mention when they are in separated buildings.
The quote above also extracted from the book, doesn't tell anything new, and that's exactly one of the issues we wanted to fix. Now, with three teams we agreed that we would need to have them communicating face-to-face more often. So the rule is that every week we should have at least one person from each team visiting a different one. Apart from that, we are continuing with our daily stand-up meetings, each team separately, and later on another daily meeting, but between teams (in the Scrum world called Scrum of Scrums). This one involves, by default, only the iteration manager and the tech lead, but everyone else is also welcome to attend.
We also had to put more effort on improving the non-verbal communication, as they are more required on distributed teams. With this separation teams have to be even more strict with what they permit or not in the codebase. We introduced development tools such as Checkstyle and Compile With Walls to ensure this. Checkstyle acts as a hammer on misbehaved commiters and Compile With Walls ensures that project structure is being respected. Sometimes quite good threads (over IM or email) are created by people trying to understand why a Checkstyle rule has failed.
(Thanks to Tom Czarniecki for helping me with this one.)
Lean: Go-Kart Exercise
Last week I attended the Lean Thinking And Practices For IT Leaders workshop organised by ThoughtWorks. There we had the presence of Mary and Tom Poppendieck, my colleague Jason Yip and two consultants from KM&T. One of the things that I really liked about it was that it wasn't only driven by presentations, but also by a lot of practical exercises, so we could get a better feeling of the benefits of applying these thinking and practices. One of the exercises we did was the Go-Kart game.
How it works?
Two teams are created (alpha and beta), and each one has to split up into five groups with the given responsibilities: disassembly, transportation, assembly, observation and time-keeping. They are given the task to completely disassemble, transport and re-assemble a Go-Kart as quick as possible, in a safe manner, while the observer write notes about problem points. The whole process is done twice, so that you can run it once, analyse the process used, based on feedback provided by the observer, and think of ways to improve it, before running the second time.
First Attempt
In our first attempt, all we knew was that we had to split the team into five groups. We had no idea of the necessity of a detailed process, but doing all the phases as fast as possible. Vikky, our team leader, proposed the creation of a manual with the detailed steps needed to assemble the kart, to be used by the assembly team. And that's what we did!
Our marks
Planing time: 10 minutes
Disassembling time: 5 minutes
Assembling time: 12 minutes
Total time: 14 minutes 20 seconds
Quality of delivered product: OK
Problem Points (Gathered by observers)
- The team took seven minutes to get organised and start doing something.
- No leadership nomination. Vikky, one of the team members, had to auto-niminate herself as the team leader.
- Disassembly group didn't notice differences on the washers and on the bolts, causing uncertainty and waste of time in the assembly group.
- Bottleneck on the transportation of the parts from one station to another. No one from disassembly group to pick up the parts, making the transporter keep holding them, stopping the process flow.
- The components needed to assemble specific parts of the car were not delivered together, making the assembly group wait for the remaining ones.
- Some members in the assembly group were in a rush to finish fast and ignored the manual, resulting in some mistakes.
Second Attempt
Before starting the second attempt we got together to discuss the problem points, coming up with some ideas of improvements. Here they are:
Improvements
- We nominated people on both disassembly and assembly groups to be in charge of handing and picking up parts from the transporter.
- We decided to hand the parts related to each other in chunks, so that they could be assembled straight away, eliminating the time wasted waiting for remaining parts.
- We nominated specialists for roles such as assembling the wheels, etc.
- We added one more member to the transportation group, to get rid of the bottleneck.
Instead of spending a long time planning, we did it the agile way, highlighting only things we knew at the time, very quickly, and running through, spiking and checking if we were actually carrying out with the improvements, before doing the official attempt. We found some problems, adjusted to them and immediately got organised for the second attempt.
Our marks
Planing time: 10 minutes
Disassembling time: 1 minute 50 seconds
Assembling time: 2 minutes 33 seconds
Total time: 3 minutes 45 seconds
Quality of delivered product: OK

Click here to see some photos of our team during the exercise.
Conclusion
Lean advocates that you should pursue perfection when improving your process - aiming to reduce effort, time, space, cost and mistakes - and I learnt that this applies to any organisation, of any size. Thus, from the process used on this game, collaboration, self-organisation, rapid feedback contributed a lot to our improvement, helping us to eliminate waste.
So, what could you do for your organisation?
Take a step back, take a look at the big picture of how things work in your company and ask yourself questions such as: How do we deliver? Does it takes longer to test and deploy our system than to develop it? Who do we depend on to put the system onto production? What is causing a bottleneck? What could I do to change this scenario? Answer these questions (or others you make up) and think of improvements.
Martin Fowler: HumaneRegistry
Latest Martin Fowler's post about HumaneRegistry mentions the first project I was involved working for ThoughtWorks. It was a SOA-Governance consulting with some development effort, and also some effort on harvesting information about services provided by different applications inside the organization, compiling and placing them on the wiki. The idea was to get both service builders and consumers to contribute, inputing information about the services they develop/consume aiming to build a solid service registry for all the services, with some highlighted features such as:
- Service description and what the user needs to use it.
- Who is the best person for the consumer to speak to, by looking the graph indicating who's been contributing to the project.
- Who's using it, by looking the graph indicating which applications has been invoking EJBs and consuming messages.
- And some other ones mentioned on Martin's post.
This was such a rewarding experience to work with great professionals like Erik Dörnenburg and Halvard Skogsrud. And it was cool that Martin documented this on his bliki.
Measuring test effort
One of the most difficult tasks for consultants is to influence business people to embrace and support test-driven development. Seems like they do "understand" the values, "agree" with that, but when it comes to put into practice the figure is generally a bit different. When I say to put into practice, I mean stick with it steadily, even when dealing with unexpected situations. A typical one could be of a project with delivery delays, a tight deadline, and invariant scope. By experience, when such situation happens, the first decision made is to cut off test development and give way code quality, in order to deliver faster. No matter how hard you try to revert it by showing them the bad outcomes for this decision, they simply ignore them and take the risks, just for the fact that there are no concrete risks, other than not delivering the software.
Not having a way to show managers that not writing tests, at least for the most critical functionalities, is indeed a concrete risk, has always puzzled me. One day while talking to Kristan Vingrys about this, he showed me a risk matrix he has been using to help him influencing people to understand test values. See the image:

Basically it measures the rate of test coverage required and tells what type of tests (unit, functional) to be implemented based on the impact of the functionality to the business stakeholders and the amount of new code needed to implement it (you can be re-implementing it from an existent code). The more impact and likelihood for new technology the feature needs, the more test implementation it should have.
The ideal approach would be, for each implemented feature, the team is responsible to evaluate and make a decision on how much test effort they want to put in the story. The best time to make it is during the iteration planning meeting, so that the final output you get is both the iteration goal/features and the minimal of test effort to each of them.
And as generally all features has at least a minimum of significant business value, you will always have the guarantee of having these tested.

