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Wait both adding and removing features are anti-patterns? Is waterfall the solution, then? Where finally we know exactly which features work well together befor
by kqr 5y ago
Wait both adding and removing features are anti-patterns? Is waterfall the solution, then? Where finally we know exactly which features work well together before we write the first line of code?
- justinlloyd 5y agoAdding features means unplanned work whilst in development, and usually quite late in to development. Removing features means wasted effort, hopefully at the design stage, but usually much later, after art has been created and code written.
- kqr 5y agoOn the other hand, not adding important features you failed to plan for means leaving puddles of customer value on the floor. Similarly, not removing unnecessary features means pouring even more wasted effort into something worth nothing.
- justinlloyd 5y agoOh, I'm not saying these aspects don't have value, merely pointing out to the GP what they mean, and are not mutually exclusive on the same project.
- Jensson 5y agoThose are just items to blame when the game fails. Scenario: One team in the project is under delivering. Cut scope and the game fails due to missing vital features, "the game failed since we cut the scope!". Don't cut scope and the game fails due to bugs or delays "the game failed since we didn't cut scope!". Both of those are the wrong answer, its just that people don't want to admit the real answer here.