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You can still write great code (meaning: clean non-leaky abstractions, proper separation of concerns, functional testing, clearly organized, and unintuitive bit
by im_down_w_otp 10y ago
You can still write great code (meaning: clean non-leaky abstractions, proper separation of concerns, functional testing, clearly organized, and unintuitive bits documented) without having market validation, and I'd suggest that doing so will actually make it a lot easier for you to shift the pieces of the project, remove them, rewrite them, extend them, etc. as you start to hone in on the marketplace fit, and doubly so as you need to start growing your development team and need to on-board them effectively so everyone can be productive without just rapidly accruing compound interest on the technical debt that's already there.
It doesn't take that much longer to write great code when it's just part of the first-principles of your engineering process. You just do it as you go, but best-practices need to be scaffolded and modelled for everyone beforehand to give them a solid starting point for what "minimally viable" actually looks like. A single well-placed sentence that describes something necessary, but non-idiomatic or non-obvious, that takes 10sec to write can save you hours or days of tracing and debugging at that crucial moment right before you're onboarding a pilot customer or pitching investors.
Very often the bar of "minimally" is set way, way too low and the trope of that just being "startup life" is usually just laying problems at the feet of engineering that don't belong there by justifying, sometimes horrifying, technical debt which are really process and management failures, and later eventually scapegoating engineering for it.
- cocktailpeanuts 10y agoI agree with you in theory, but from experience it is extremely hard to achieve when you're actually in that position. Unlike what you say, it does take much longer to write great code when you're trying new things every day. Every time you try something new, by definition you're building something that you hadn't planned when you first started. Which means if you really wanted to be perfect you would end up refactoring every day. This is not a small effort in total. You could say you should have prepared for that scenario from the beginning, but I don't think it's a good idea to believe that you can predict the future especially when you're building something that hasn't existed before.
- im_down_w_otp 10y agoIn my experience, when you're in the "invention phase" is when it's most critical and beneficial to have and demand more discipline around your output artifacts. Precisely because keeping context and content around your fast iterative decision-making and implementation phases is critical to avoid wasting time on duplicated effort or needlessly repeating mistakes over and over again. Literally every situation I've ever seen in 20 years across all manner of marketplaces and every imaginable stage of development has had the immediate faux-gains made from ignoring spending 10%-20% more time now (to produce something at least coherent, commented, and composable) ultimately overwhelmed by the soon-to-be-immediate costs of having to live with the consequences of the dubious "shortcuts" taken. I agree with you that it's extremely hard to achieve maintaining that kind of discipline when under the gun, but that's a people management and expectations problem, not an engineering effort problem. I'm 100% certain that in any given window of time, no matter how crunchy that crunchtime is, that if my team spends 10-15 out of every 100 man-hours producing a higher-quality "minimally acceptable" artifact that they'll both materially accomplish more in that first 100 hours than if they'd spent all of it hacking together a barely working dumpster-fire in the same window of time, and that it will pay glaringly obvious dividends for their productivity in the next 100 hours after, and the next after that, and so on. Lacking that discipline is neither a necessary condition nor a near or long-term benefit to a prototyping or product development cycle. It's purely a function of leadership, expectations management, and experience. (I'm even giving the benefit of the doubt that what's being done "hasn't existed before", which is overwhelmingly not the case. More typically it's different people and different teams just painfully learning the same hard lessons in parallel, often because there's an assumption/delusion what's being done is a legitimate pioneering effort instead of the probable reality that it's really a minor variation on something else that already has well-established successful models available to learn from and mimic.)
- sangnoir 10y ago> I'm 100% certain that in any given window of time, no matter how crunchy that crunchtime is, that if my team spends 10-15 out of every 100 man-hours producing a higher-quality "minimally acceptable" artifact that they'll both materially accomplish more in that first 100 hours than if they'd spent all of it hacking together a barely working dumpster-fire in the same window of time, and that it will pay glaringly obvious dividends for their productivity in the next 100 hours after, and the next after that, and so on The problems is at the very beginning, all (or most) of that code will be thrown away because you really don't know what works. How many cycles of wasted extra 20% effort would it take for you to change your mind?
- Retric 10y agoWriting bad code is often the first step in writing novel good code. It's the 'does this library do what it says it does' kind of exploration. Can I do this in HTML 5? First principles works fine on CRUD apps, less so new concepts. If you going to toss 90% of your code as useless then an extra 20% is simply wasted time. I am going to try the same thing in 5 library's to see which one I like directly means tossing 80% of that effort away.
- im_down_w_otp 10y agoI completely disagree. It's much less useful for "CRUD apps" because "CRUD apps" are an obvious and known commodity. New and novel concepts are much less broadly intuitive, and are precisely the kinds of things that demand extra rigor even if you're going to end up throwing it all away. None of it is wasted effort when you're considering, and admitting, that a big chunk of the work is exploration. Keeping documented feature branches of all those versions you tried before landing on one is an absolutely critical result of any exploration process, as well as some aggregation of information and context in a central place that points to and describes those various versions and your final outcome. This helps you keep from repeating mistakes, it provides context to you and others in the future for why things are the way they are, and it provides an archive of workable variations that you can quickly migrate to in the event your "final answer" turns out to be wrong. I haven't written a "CRUD app" since 2008, and since 2010 nearly all my work and the work of my teams has been in greenfield development (in some cases literally inventing new never before seen things). I see it time and time again. We move much, much slower as individuals and as a group when we take shortcuts under the auspices of time-pressure and don't take the time to be thorough even in prototyping. So we spend the same 100 hours hacking away to create a dumpster filled with spaghetti as fast as possible or we spend 100 hours designing, building, implementing with intention, and every. single. time.... the latter process actually gets us further toward prototype, product, and/or market validation goals. The former process ensures that we have 0% of anything that is useful no matter what the results of the exercise are. The latter process ensures that we can legitimately iterate on what we've done based on the results of the exercise. Iterating on a trash heap is extremely expensive, not a way to run faster.
- 10y ago