How We Build a Prototype
We are a small team, doing big things. We need to be smart about our approach to software development, work hard but also work smart. Our approach to development is based off “Getting Real”, a methodology used by Basecamp. Their full book is available online.
There are some core principles from Getting Real which we follow as we build software. I’ll describe these below, however our methodology is not identical to that in the book.
A note on the authors of Getting RealWhy do we take this approach?
Most of our work is developing prototypes which can be used as proof of concepts to show a solution to a specific problem. These prototypes are simple and focused around solving a specific problem. We are not trying to build the next Facebook or Amazon. We are trying to engineer a novel solution which will be useful to the people that experience the need for it.
This need lends itself to this process and by directing our focus in this way, we can build something quickly which can illustrate an idea without worrying about the details or dealing with potential problems before they need to be dealt with. This approach and modern software tooling, facilitates quick deployments and live updates. It makes it easy to iterate and lowers the cost of changes.
Why don’t you just do “Agile”?
With Agile, you normally work in continual 2-week sprints, led by a Scrum Master or Agile Delivery Manager, and often spend at least one day out of that fortnight on “ceremonies”. The features that are worked on are normally identified well in advance by a product manager, then designed by a designer before making it into sprint planning.
I’m aware that I’m mixing terminologies and that there is a vast depth here, but that’s the problem. We don’t need to go into all the complexity of Agile, Scrum, Kanban. We want to keep things simple, both in the code we write and the process we follow when writing it!
Agile was supposed to liberate software developers from process, but (at least from my experience, most of the time) its current form reduces developers to ticket machines. When you run a sprint, what's the first thing you do when you finish? You stop and catch your breath. Agile's perpetual two-week sprints don't allow for that pause, instead focusing on velocity of completing tasks, the factory line.
With a small team, each team member needs to wear many hats. Each of us needs to act as a designer, developer, product and project manager. We have pretty complete autonomy and responsibility for what we produce. We don't have the luxury of the additional roles which normally come to facilitate the Agile process.
Quick Disclaimer
To complement the “Caveats, disclaimers, and other pre-emptive” strikes section in Getting Real:
This is not a post which is saying this is the best way to develop software, although I do think it's one of the best ways. We are not saying that this approach will work for you, although it might. This is just giving an explanation of the way which we have found works for us in the Legal Innovation Lab Wales.
This is also only our standard approach, we don’t follow this to the letter every time. Not every project we work on fits this mould. We’ll always prefer a flexible, adaptable approach which suits the project rather than trying to force a square peg into a round hole!
What is our approach?
The core principle is that we want to build something; something that works, something that looks and feels good.
Planning
As with any project, we start with planning. Working with the stakeholders, we'll outline their idea. Look at what problem it is trying to solve and how. We will help the stakeholders understand what’s possible, what would be unfeasible and suggest ways which we could engineer something to enhance their idea.
We'll then look at the specific features which the solution needs, we'll normally categorise this using a MoSCoW. This determines the hierarchy of the requirements and informs which ones we need to focus on first. We can discuss with the stakeholders the technical difficulty of the features they would like. Often features are far easier, or far more challenging, than they might seem at first.
We don’t want to reinvent the wheel. We don’t want to build something which already exists. Before we build anything, we want find what existing solutions there are, look at what they do and what they don’t. What is good about that solution and what is not? What features should we share and what additional features do we need to create?
Planning is all about collaboration and conversation.
The outcome from the planning is an agreed upon set of core features which we think should be achievable in a 6-week development cycle. We work on the opinion that it's much better to build less features but to build them better.
Development
We’ll then spend 6 weeks engineering those features. When starting a project from scratch the first thing we'll do is create Entity-Relationship Diagrams (ERDs), this data structure informs the design of the back-end. Following that, we'll normally spin up a framework, most commonly Ruby on Rails, but this will vary depending on the project.
With the basics in place, we can then split various area of the project up and work on them in parallel, collaborating and peer reviewing our code as we go. We’ll also check in periodically with the stakeholders to gain their input into the direction of what we’re building.
You can find out more about how we actually build features in this article.
We want to build it well, so that it is extensible and maintainable. We are unlikely to be the ones who develop this software in the future, but we want to leave our code in a state that whoever comes along has an easy job, and we want to be proud of what we’ve built.
This means that we would rather take longer on each feature, ensuring its quality and reduce the overall scope of what we build than half-build lots of features.
This is where one of my favourite philosophies comes in. Build Something Beautiful. This refers to both the UI and the code that you're writing. It's much nicer to test a front end which is pleasant to look at. It's much easier to debug code which is clean, well formatted and, well, beautiful. In the early stages of development its important not to worry too much about the finer details, but I still believe its worth investing the time to get the interface looking like something your proud of. The same principles apply to the code you're writing.
If you think we can help you develop a prototype, please get in touch!