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In my experience from the past decade, it is often the case that, the difficult thing isn't estimating how much time the proposed project takes to build (this i
by godot 6y ago
In my experience from the past decade, it is often the case that, the difficult thing isn't estimating how much time the proposed project takes to build (this is the difficult part for some devs though), but it's how much other stuff comes up. Stuff includes everything not related to your project. E.g. your last project that is now on prod, where bugs were reported and need to be fixed. Another team needs your expertise on something and next thing you know you're in a 2 hour meeting with them, and also reviewing their 1000-lines PR. Maybe a real production fire is happening and you have to help and it takes you the next 2 full days on it.
Because of this, my general approach when estimating a project in my head is how much time I know it would take me if I get to work full time on it with nothing else on my plate. Then I can better estimate how much time realistically it would take after factoring in X number of hours per day on distractions. In many cases I also communicate with the stakeholders (PMs, biz ops, leads) directly "This is how long it would take me if I dedicate full work days on it" and let them take it at face value too. (It's a sentence that usually ends with "So realistically probably [2x of what I just said]")
- kybernetikos 6y agoYes, we've recently started to track how much time developers are working on things that were estimated vs how much time they're spending on other things (standups, retros, refinement, one to ones, company meetings, training, customer meetings, builds, support and maintenance....) A surprisingly large portion of the 'estimates being wrong' is actually down to the fact that people generally estimate that they're going to be working 100% without interruptions or other tasks. Sure, there are times when tasks are harder than expected, but this is a smaller factor than I had originally anticipated.