Saturday, April 30, 2022

Rules of Meeks: #003 - "When in doubt about an estimate, multiply by three"

(image source: 995645 on Pixabay)



From The Rules of Meeks

#003 - "When in doubt about an estimate, multiply by three"


This is hard-won wisdom that has proven itself again, and again.

This rule originated with my own early experiences trying to estimate software development tasks for myself - and over time, I learned that it was pretty damn good heuristic for many of the developers that I managed (at least until they established a higher level of reliability).

9 times out of 10, when you ask someone for an estimate - if they are honest, dilligent, and have confidence in their skill - they will be naturally optimistic. However, in my experience, most managers (and, engineers/developers) do not adequately include sufficient contingency (if at all) in their plans for the following:

  • Delays due to legal review, compliance review, contract negotiations, funding approval processes
  • Late discovery of requirements
  • Effort to do a minimally proper level of design
  • Effort to coordinate (and schedule!) the necessary communications and reviews of a proposed design approach - for complex projects that involve building something new - that involve multiple parts of an organization.
  • Effort to ensure that the Security parts of the org are involved and have reviewed the proposed solution
  • Effort to ensure that Legal has been involved and has reviewed the proposed solution
  • Effort to ensure that business stakeholders are adequately engaged, informed - and have buy-in
  • Effort to prepare Test Data
  • Effort to think through - and document Test Scenarios
  • Effort to develop and debug Test Scenarios
  • Effort to develop and execute Performance Tests
  • Effort to debug/fix issues that usually arise during System Testing
  • Effort to prepare (and test!) deployment procedures
  • Effort to write and document the solution's design, deployment, operational aspects, and just-enough documentation to communicate with other dependent teams/orgs
  • Effort to perform the inevitable rework that arises when designing something new for the first time
  • Unplanned meetings/interruptions - team productivity hits when folks have to attend meetings, training, the inevitable sick days - and accounting for slowdowns around holidays

This rule has also proven to be true when dealing with boat yards that have been tasked with maintenance/repair jobs on my sailboat. Usually, the factor is closer to 5x in that case.

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