Product Development as a startup - product-development

I am throwing puzzle of my mind towards community leaders for some answers.
We friends decided to build products which already have some big names in the industry. Our motto is not to beat all those players (As we can't), but to develop basic product which is cost effective for some segment a customers.
What we are trying to achieve in first step is cheaper option, as we all knows product grow over the time period, not at once.
Now our catch-22 part-
Should we start building the product as there are already big names?
Price is a right option for USP (unique sale point).
As we all are dependent on jobs, what would be the best option to move forward.
As we also have some customers through verbal confirmation, should we go ahead?
What all major principles we should keep in mind during product development.

Please brain storm yourself on the definition of Product.
It's not just a CD that get shipped, but support, and trust.
Using this extended definition, if you can still beat existing
products, go for it.
Also, don't forget the amortized development cost of product has
probably been recovered by existing company already, so they can
reduce cost any day.
All said, don't let this analysis paralysis stop you ... go for it.

Big Names on the Market
I'm in the eve of such a startup, sometimes being small is a definitive advantage. If you believe you can use that not only price-wise but being agile, doing the core job maybe even better than the big names. If you up for that, I think you can easily infiltrate the market.
Job Dependency
Depends of what you do? If you are opening a next-digg or YACW2A (yet another cool web 2.0 application) then stay in your day job, because generally you can do both, especially if you got your friends with you. If it's a bigger scope you might want to stick with your day job until you got a almost there product.
Don't forget, also you can find an investor, sometimes it's best way to go. So you can just quit and still have a salary in your own job.
Verbal Confirmation
It's great that you already got couple of potential clients, now you need to look into and make a business plan. Understand your monthly cost including salaries, and see what percentage of it you can get out of these clients. If it's good then get some more certain answers from these clients and go ahead. If possible establish the company beforehand and get them buy the product. (one of your friends can do it, not all of you need to leave your day job straight away)
Product Development
Being the big market means do the core functionality perfect, it should just work, and it should be easier. Price by itself can not justify a buy unless you get the core functionality right. Ignore useless enterprise features, or any useless feature. You need to be aware that you got so much more limited resources than your competitors therefore 20/80 Rule (Pareto Principle) is for you. Do not try to satisfy 20% of the market by including crazy features, stick with 80%'s requirements. Big players can satisfy or can try to satisfy 100% of the market, if you try to do the same thing you gonna fail miserably.
Finally
Read Getting Real, Do not follow religiously but this book will give you good ideas and will explain advantages of being small.
You didn't mention, but I wanted to write. Make a proper agreement between you and your friends, ensure everything is in the paper before doing anything! I've seen so many similar startups fu*ked up before even start because of this.

If you think you can build a better product than the ones already on the market, sell it a fair price, and reach your target audience with a limited marketing budget. Absolutely, Go for it!

Our motto is not to beat all those players (As we can't)
First, change your motto. There isn't a product in existence that is perfect for everyone all of the time. There is always a niche to exploit. How can the current products be improved or simplified?
Second, don't focus on price. Customers expect to pay a fair price for a quality product, but they won't buy poor software at any price.

Well. Me and my fellows from our current company having the similar aims.
Here's few our ideas about it:
We are developing (web-based) product that we will use too. This is important for us and hope will help to improve our own performance in some areas and will give inspiration for new features.
We are going to develop product in stages. Not just sit and code silver bullet for industry. Going to start with core and minimal feature set.
Pricing. We are going to give options: use product on our hosting or purchase own copy and install it on own server. Additional and obivious things are different feature sets (technically -- different plugins integration).
Even more, think we'll make the core (as framework) and some plugins public. It'd be good (even neccesary in our case) to create community.
We already have few customers that would like to have highly customised versions of product. If this will have progress, we're going to focus on such activity and provide community with more and more free basic plugins.
That's just general ideas set. Hope you'll find some of them useful.

If by doing so you can satisfy your own requirements (e.g. for risk+cost-versus-reward)
You might want another USP as well: for example, ease-of-use
Work on this in your spare time, or have a part-time job
?
If you don't finish, or if customers don't want what you offer, then you don't get paid

Write up a proper business plan. Be sure to include critical risks and defensible barriers to entry. If no one on your team knows how to do that, then you can stop now as you don't have the right team in place yet.
The business plan is not just another marketing brochure that targets VC. Tell the truth. After you are done, turn it over to people you trust and ask for money. If they wouldn't invest in it, then why should you?

Have you identified a market for a reduced feature (and hence reduced price) product? It sounds like you have not.
Does your group have a passion for a particular product? It doesn't sound like you do. It might be difficult for everyone in your group to really inspired by just some program. Especially if you haven't done the market research.
I wouldn't count on the 'verbal confirmation' customers. Of course, it depends on the amount of money involved. The larger the price of the product, and the longer it takes you to make it really work, the less chance they will actually buy when you have it ready. Do you have reason to believe that there will be many more people that would be interested and would actually buy your product?
If you have enough market research, and a marketing plan, you may be able to get some venture capital, quit your current jobs, work on this full time, get paid, and hopefully make some big money when it goes big.
Best of luck.

Related

Explaining "Web Application Developer" vs. "Web Site Designer" to prospective clients

How do I go about explaining that I am a "Web Application Developer" and not a "Web Site Designer" to prospective clients - without talking myself out of the project?!
Often I am approached to "design a web site" for someone where it turns out to be more of a "brochureware" presentation site and less of a real web application.
While I am a highly skilled developer, I am not a graphic artist. That said, I would still like to be able to close deals with prospects without disqualifying myself. Simply stating, "I do backend work, not frontend" will quickly end the conversation, and along with it my opportunity for work.
Sure, I can just subcontract the project to a real designer and mark up his rate, but I would rather be up front with the client that I am not going to be the guy doing the actual work and they would be paying $120/hr for $60/hr work.
...and then they will ask price - is visual design often quoted hourly like app dev is, or will I get sucked into the oblivion that is fixed fees?
First thought: You sound like you're a good developer, which is a great foundation in this situation because people feel that we have a broad understanding of technology -- and they're right! You're correct in your insecurity though - a good developer is not exactly what they're after.
They want a solution, and if you can become the guy who knows how to navigate all the complexities involved in delivering that solution... Well, then you're the guy. And you're much more valuable.
And you don't have to stop coding, either. Which has always been my phobia.
So that's more or less how I present myself to my clients. I'm a developer, but I'm also a competent project manager. I know how to take your project from here to done even though it may involve designers, IT guys, additional developers, datacenters, etc.
Working with other professionals: You probably aren't in a position to hire folks. That's fine, but find good partners, and you can market your self as a shop or consulting group that is good at more than one thing. Believe me, people will appreciate that! For instance, we have a fantastic partner in Romania that we use for a lot of design, and we add value because we know how to get results from them and handle all the communication and so on. My customers don't want to talk to 3 to 6 people, they want a single point of contact who is accountable for all of it.
One thought here: try to find people who do this full time. Moonlighters and people doing side jobs have constantly let me down. I sympathize; I know what it's like to be spread too thin.
Fixed prices: You will probably have to deal with fixed prices, and you will need to hold your partners to fixed prices (or have some other mechanismf or controlling costs) if that's the case. Once the relationship becomes more comfortable, I usually try to give clients a range of what I think a job will take -- 5 to 8 hours, etc. And I let them know that fixed prices are a little bad for them because I have to assume some risk, which means they get charged more.
Most companies still want actual fixed prices for larger projects though and many large companies are shockingly comfortable with being overcharged in this situation. Fixed prices seems to be unfortunate fact of life in the contract development space.
First of all, I think you're exaggerating a bit - you don't really want to have a $30/hour designer working on a $150/hour website. If you do, and your client doesn't notice a difference, they deserve what they get.
And if we're talking about, say, $60 - $75/hour range vs $150/hour (which, IMO, is more realistic), you have to count in the time you spend working with said designer, so it's not like remaining $75-$90 goes directly into your pocked with you doing nothing.
If I am a client, I want a FINISHED PRODUCT and I'm paying YOU to deliver. Consider yourself a general contractor. I DON'T WANT to deal with designer / tester / technical writer / what have you myself - that's what I'm paying you for. My time may be a lot more valuable to me than $90 / hour difference. I may (will) get a second / third / fourth bid if I think you're too expensive.
That said, if you need to placate your conscience you can always bill couple hours less.
I tend to say something along the lines of "My job is to develop the stuff you don't see, but that make your site work"... And that is actually quite true.
... And you might add something that says that building a website is an activity that requires several very different abilities, like :
creating something that looks nice, and is usable ; that's a job on its own ; do your client have designed to logo of their company ?
integrating this nice looking thing into a dynamic application ; that one is your/my job ^^ Your clients send/receive e-mails every day, but do they know how it works ?
administration of the hardware / server : your clients use a computer every day to go in the Internet, use Word/Excel and the like, but do they know how to install those ? How to secure their network ? How to deal with security alerts the right way ?
You can use analogies with other processes ; designing / building / using / repairing a car, for instance ; some people understand better when we just don't speak about computers at all...
The way I always try and explained it, since I'm a Developer not a Designer is.
Developer -> Makes it work.
Designer -> Makes it pretty.
Of course there are vest generalizations, but for the most part they're true.
-> Developers creates the product
-> Designers create the package
Do you bill enough hours that you could consider hiring a program manager/product owner type person at least part time to do most of your customer interaction? Because if you do, you can abstract the "design/code" questions away from the customer; let the program manager really focus on figuring out what the customer wants built.
It sounds like your average customer isn't that technically savvy. If that's the case, figure out a way to speak their language (which most experienced program managers can do). They really don't care about the difference between a designer, a developer, and a tooth fairy that shows up and delivers the site that they want.
It's also worth considering whether you really want to take on projects that are mostly web design. If not, you should work on improving your marketing materials to focus on what you do best (interactive line of business web applications, or whatever).
You can steer the conversation toward what business problem the customer wants to solve, and propose the statement of work that best matches their objective. I think this will do the most good, and then it's never a question of misleading them. It's about packaging up a solution that matches what they want.
"I do backend work, not frontend" will quickly end the conversation, and along with it my opportunity for work.
This is not necessarily a bad thing. It's generally a good idea to be honest with prospective clients, and if they do not understand exactly what your job entails up front, then they may end up expecting too much from you when the job is done, or for future projects.
If you do really want to push your services on them, you could always try to point out exactly what kinds of benefits you will be offering to them. Make a point in explaining how much value can be added to the end-product by using your expertise.
A car may look great on the store floor, but if its powered by a lawn mower engine held down with duct tape and chewing gum, the only thing it's going to be doing is looking pretty and collecting dust in your garage.

How do you price web design projects?

I thought I would try this here, as this site has been a fantastic place for answers so far! I’m interested to find out how people price up projects, as I’m currently having a problem with a client and the amount of designs/concepts we are doing.
So when you price up a project, do you give a fixed price and say you get 1 or 2 design concepts within this price? Then extra designs are so much each time?
Any examples of how you might spec up say a generic content managed site would be great too ;)
We look at the average complexity of the project and work out an hourly rate, then we estimate how long it will take and charge accordingly - so the client doesn't know about the hourly rate only a fixed amount.
This works well for both ends, the client doesn't have to worry about us going over budget if a problem comes up and if we do it quicker than our estimate we still get paid the fixed rate.
Regarding the hourly rate, it really depends on the project - for your example it would depend if we had to build a bespoke CMS or they already had one in mind.
at first, i give the customer a price range, based on estimated hours and our hourly rates ... if he is ok with that, i dive into details, doing a detailed plan and feature description, recalculating the price more exactly and seperating out parts/modules/features that i believe to be optional ... the most important thing is, that the customer gets all he wants and that you get paid for all you do ...
about estimating:
you should always take into account, that some problems might arise ... this fenomenon of course varies from task to task and you need to know very well, what how chances are ...
if you don't, take external manpower to do the job for you (don't force doing everything inhouse ... don't take responsibilities for things that exceed your competence ... also, you might find new potential employees) ...
always let those make the estimations, who will do the job ...
also, take in account, that people have different "estimation factors" (not sure this word makes complete sense in english ... by that i mean, that you DBA might always estimate 1.5 times as long as it takes him, and your CSS monkey maybe just half as long) ...
don't forget to plan a budget for communication and feedback loops ... talk about this to the customer ... explain him, that an hour of really thinking about what he wants and explaining that to you, will save you/your team many hours, which in the end is his money ...
if you still cannot plan a reliable estimation in some areas, discuss this with the customer and possible solutions ...
it is in everyones interest, that your estimation is good, because too much leeway will make your offer bad and chase away customers ... and a budget that is too tight is very vulnerable ... you wanna get paid for the work you deliver and your customer wants to pay for the work he gets delivered ... be fair and honest ... and don't hesitate telling your customer if the expect something to be far to cheap, but also be a good consultant and don't sell them stuff they don't need, or charge them too much ... that way, they will come back ...
greetz
back2dos
I just give a fixed amount, for the reasons that Tjkoopa lined out. The trick is getting the estimation part right. That means that you need to measure how much work you put into every website you built. Joel Spolsky has a great article on evidence based scheduling. Only if you can estimate how much time you are going to spend on a project can you quote a fixed price to your customers.
I've found for smaller sized businesses, or maybe even the mom and pop type folks that want to get their small little project up on the web, a fixed "package" price works great. I lay out for them that they'll have up to X amount of pages, some basic database work (if needed), and some basic shopping cart/forum/blog setup done for them in this package. I typically provide two different design options for them to choose from. If they want to out beyond these items, then I start applying hourly rates based on the work.
More importantly, I also indicate the service available. They get free basic maintenance (simple page added, spelling corrections, not content block to the basic page) on the site as long as they are with me. There are plenty of outfits out there that will do things for a decent chunk less than what I'll charge, but they won't get the updates, they won't get the customized design decisions, and most importantly, they won't get the personal attention to their site they would want.
Those kind of features help justify a slightly higher price, and the fixed price allows the customer to not guess how much they are going to have to pay, which may make them try and nickel and dime your time away. You give them a solid product, at a solid price, and they can feel confident in that.

We made it reliable. What's next? Usability?

I'm working in a small development group. We are building and improving our product.
Half a year ago we couldn't think about higher characteristics, such as usability, because we had so many problems with our product. Many bugs, high technical debt, low performance and other problems kept us from being able to focus on usability.
With time we've improved our process substantially. What we've done:
Real Agile iterations
Continuous integration
Testing(unit-tests, functional Smoke tests, performance)
Code quality is 'good'
Painless deployment process
So we are now producing stable, reliable releases. The following quote (paraphrased) describes our current situation:
first - make it work; after that, make it reliable; after that, make it usable
We are geeks, so we can't 'make' a great UI by ourselves.
So what should we do? What direction can you recommend?
Maybe we should hire Usability experts part-time or full-time?
How can we explain the importance of Usability to our stakeholders?
How do we convince them that this is useful?
What do your Business people say will make you the most money? Do that. Maybe usability is the next thing to do, maybe more features, maybe a different product. It's not something a "geek" will necessarily be able to guess.
I'm in the same boat as you are - I basically live on the command line, and I'm completely out of touch with the modern UI (both web and desktop application).
The solution for me was using a real UI developer for all my GUIs, and I just live in the back-end as it were.
There are quite a few benefits of this arrangement:
You don't have to debug your own crappy UIs anymore :) that's their job, and they're better at it than you, so no worries.
Your code will naturally gravitate to a MVC or at least tiered API approach, which is easier to code against for all parties involved.
Good UI people know what questions to ask end users, and know when those users don't know what they're talking about. I certainly don't have that skill.
You can do what you do best, and they do what they do best, making a stronger team overall.
The cons are obvious - you need to not only find the money for a talented UI dev, but you need to find a talented UI dev!
Now, I can't speak for you and your company's position in your market etc etc (I also don't do buisnessspeak :) ) but if you can afford another hire, it will give back more to the team than the cost of the position. It did for me!
You ask, "How can we explain the importance of Usability to our stakeholders?" but I'm not sure that you yourselves get it!
Interaction design (iD) and usability aren't things that you can tack on to an existing products when the "important" things are done. They should be there from the very first start, preferably done in small iterations with small tests and studies. I'm talking about cheap and dirty iD/usability, stuff like lo-fi prototyping, user testing with just four people, having enough stats to be able to detect user errors and such.
If you don't to iD/usability from the start, you risk ending up with the same crappy product as your competitors and/or providing users with band aids when they need surgery.
What do your users want ? They're probably the people best placed to identify requirements.
You are the ones who know and understand the product, so don't assume that just because someone else has 'usability expert' in their title that hiring them will somehow make your product usable.
Also, don't undercut your own instincts for usability. As a programmer, you use software all the time, what products do find the most usable? Think about what you like about them and compare them to your product.
Think about what your product does, and imagine that you are the person having to use the product and imagine how you would want it to work. Think of what a user wants to accomplish using your product, and imagine the steps they would have to go through to do it. Does it seem easy to understand what to do? Can it be done in fewer steps?
Most importantly, talk to your customers. Find out what they found confusing or difficult to accomplish. See if they have come up with their own workarounds for using your product in ways you didn't initially picture.
If you put as much thought, planning and effort into usability as you did into improving the reliability and deployment, you will end up with a much better product.
When analyzing the next step it really all comes down to business requirements & goals.
What is upper management like? Are they tech-savy? Are they open to new ideas? Do they think that the current product needs adjustment, improvement, etc? Is the product still in high demand? Is the marketplace changing such that the product/service will soon be obsolete? etc. etc. etc.
IF there are real business reasons for spending the $/time/resources then you can begin to explore product improvements. At that point consider the opinions of previous posters regarding user opinion.
I know so many geeks including myself who know usability, so one way would be learning it. Another way bringing someone in who can do UI design and usability.
To convince them that usability is important:
It's useless if you can't use it!
I don't know what sort of product you build but you always got clients, and clients always love usable applications. This will increase sales, happy client count and decrease tech support.
What does it do for your users? What do they think about the usability? Maybe it's not an ssue for them.
Make it more valueable to your users. Deliver more business value. Help your customers getter a better return on their investment. Do this by making it do more of what they need it to do, to do it better (more accurately, more quickly, more reliably more useably), or to do it at lower cost (less infrastructure needed to run it, reduced maintenance costs because you improved reliability), more flexibly (deals with their business changes)...
Lots of dimensions which do connect with the technical ones you refer to (usability reliabilty stability etc). But paying customers normally care about their business needs/features, not your technical ones that deliver them.
Go talk to your users (or potential users)
My one-liner about the importance of usability:
What use is a reliable system that is not usable?
If you have an existing product with existing users, then what makes you think that your current UI is not usable?
Do you suspect that there are some minor changes you can make that will greatly improve usability or is something more revolutionary required? If the latter, then what about the needs of your existing users, will they be willing to re-learn a whole new UI?
Edit
A user interface can be considered "poor" for a variety of reasons...
It is just plain ugly / old fashioned / does not "look like a Windows application"
It uses metaphors or workflows which do not relate to things that the user understands or wants to do
The first of these is relatively easy to fix, especially if you hire in a great designer. The fix would be the equivalent of redecorating your lounge and buying a new sofa and TV. Same room, different experience. Your existing users would still be able to use this application.
Fixing the second of these gets a lot more complex and involved, and might really impact your codebase. It's hard to comment further without knowing more about your application.
I think the answer is in the order of things, you say its:
"first - make it work; after that, make it reliable; after that, make it usable"
But the most important thing here is "make it work". Acceptance criteria for a functionality to "work" is that it is in fact - usable. If not, it will not be executed. Then it's just a block of dead code. And dead code should not be in the system in the first place.
Make a UI.
Then throw that away, and make another after you tried to use the first one. Then simplify as much as you can. Any time you can programmatically determine what the user wants from inputs, instead of multiple explicit choices, do so. Too many buttons induces paralysis.

Best practices for developers in dealing with clients

Personally, I've found that when good developers deal with clients, they often get sucked into the after-sales support process and this process has been difficult to reverse, so was just interested to hear the various strategies that developers employ in maintaining a healthy, useful relationship that keeps clients using the right person at the right time.
So do you and, if so, how do you deal with clients?
Just a tip: Write down every single thing a client says to you.
Most of the projects I work on are done on time-and-materials contracts, which means: we give the customer an initial estimate of how long the project will take but bill for actual hours worked, whether over or under the estimate (I don't know why a client would agree to this, but they do). Once the project is "complete" and in production, we set up a service extension to the time-and-materials contract, creating a block of billable hours to cover after-sales support. When a client is aware that they're being billed for all contact with us, they tend to keep that contact to a minimum.
One other point: I've found that it's best to communicate with clients via email where possible. It's a much more efficient way to transfer information (assuming everyone involved can write), and it leaves a permanent record of what the client told you to do.
I'd go the opposite of what have been said.
The client is your number one information source
Avoid intermediaries (human and technical)
Keep tracks (not to use it against the customers, even if it can happen, but because he pays to get what he wants)
Communicate - on your initiative - in a short regular basis but for small amount of times.
Any doubt can be cleared asking the good questions. The guy don't want that ? Get rid of it (even if you like it better). The guy want that ? Why not, add time and money on the contract.
You must train your communication skills
Most of what has been said here before is essentially related to the fact that programmers usually have poor communications skills. So they fall into the typical traps :
customers give them bad info
they waste time
they get stressed
At the end, nobody is happy.
But with trained communication skills you will learn to direct when, how long and about what your chats will be, and so :
Make any deal quick and nice
Give confidence to the client
Understands what the client wants (not what he says he wants)
Ensure is satisfied with the answer (even if it's nonsens for you)
Everybody will be happier : the customer will feel good and let you work in peace while you will have the information to keep working. Eventually, the resulting software will be better.
Think talking to customer is boring ? They think it too. And paperwork is boring as well, but you must do it, so do it well instead of looking for excuses.
This is a pain we feel as well. Once you help out a customer it is too easy for the customer to directly contact the developer later on and request support. And since we usually aim to please, and probably feel sort of responsible when the application we built for them has a problem, we too often give the customer a quick helping hand.
I think that the developers should be separated from the customers, but this requires that the company has a support/concultancy department which can fix the problem instead. They in turn should be free to contact the developer, unless it's a huge company with a mainstream application where there is a less risk that the problem can be traced back to a problem with the sourcecode.
But let me tell you, I understand how difficult this is. I've been working in our consultancy shop for many years, starting from support and now I'm mostly managing the other consultants and developing. There are a lot of customers (like hundreds) who feel they have a personal relationship with me, and assume that they can call me directly even after years and years.
My tip is to make sure you have a good network of concultants and supportworkers who can help the customer for you, and have them contact you instead if they can't figure it out.
I just finished my education and am working at my first job, but here is what we do:
I communicate through a third party from the same company with "higher rank". The third party is someone knowledgeable of the requirements the software should have, but not in software engineering. When I ask about specifications, or send them proposals he distills the essence of their answers send them to me.
I think this way of working with stuff limits the amount of bullying a customer can get away with when it comes to changing specs, expanding specs etc.
For me it's especially useful since I'm only 21 years old, and people might have trouble believing I can get things done.
best practices:
Remember the client is the one who signs the checks.
Users work for the client.
Refer any user requests to the client for approval.
Always deal with the client because they understand that everything you do will cost them money.
If the client wants after the sale support and is willing to pay for it then give it to him cheerfully.
Oh and what MusiGenesis said!
The best way is to never ever ever give your direct line to a customer. Have them go through Tech support (if it exists) first. We employ this method and it works well. The software developers are the last resort - for things that support simply can't do/don't know how to fix -- such as a DBA not knowing that the servers are instanced. But it will cut down on the "it's not connecting to the internets" type of phone calls.
You could also force all support requests to go through email/secretary. At that point, you can discern which ones are critical, and which ones can be solved with a simple 'tutorial' on how to fix the problem.
And as stated above - record EVERYTHING in an exchange with a customer. Doing so prevents the 'well he said she said' deal that customers can fall into.
Then again -- if you're getting a ton of customer support issues, you should be looking at the cause of it - whether it's a training issue, or whether the software is legitimately buggy.
In our company, every developer is also a salesman. If I step over the door of a Customer then I'm in a good position to make more business.
They know me and I have credabillity because I've allready delivered to them.
I have knowledge about their business
I use my knowledge to ask questionas about other parts in their business
I plant hooks to them when I talk to them, in their best interrests of course.
I make clear that we are not a "hit and run"-company, but there to really support their business.
Maybe this is not how all company does, but I think you should use the people you have that allready has a foot inside the customers company to really work with them and make more business and tie the customer tighter to you.
I personally think developers should never interact with clients. This is why you have the Q/A team. They get requirements, hand them to developers, discuss any issues, schedule development progress meetings. If developers have questions, the go to the Q/A personnel responsible for the requirements and documentation. Developers are engineers, not salesmen or negotiators. They should be given environment to develop stable, working code without getting distracted by customer phone calls. This is how many companies deal with customers regardless of company size. In the end, your chances of completing a project on time are higher than when you customer calls up and decides to change requirements or requests a feature. Which would probably mean you have to go back a couple of iterations and change something that may break everything completed past that point.
Lots and lots of communication. Communication can be as simple as checking in with your customers by stopping by at their desks (if you are co-located) or keeping in touch over the phone. The more personal the communication is (in-person beats phone call, phone call beats email, etc.), the stronger your relationship will be.
Another good conflict resolution practice I've used is keeping as much information as possible in a single, shared place. I've used a bug/feature database (JIRA), a wiki, and even a network share drive for this purpose, but the point is that neither party has exclusive lock/write access. Updates can be made together with your customers, and there is a clear, public record of the change history of your system.

How do you get non-technical folks to appreciate a non-UI problem? [closed]

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Suppose you're working on an enterprise project in which you have to get management signoff in order for you to develop a new feature set. Usually your management has no problem signing off on some bright shiny new UI feature. Unfortunately they have a hard time appreciating some behind-the-scenes issues that are crucial to the application's well-being such as transactions, data integrity, workflow routing, configurability, security, etc. Since they're non-technical and these issues are not immediately visible, it's not obvious to them that this is crucial.
How have you convinced them that these infrastructural issues have to be dealt with and that it is important to their business process?
Every craft has its unsexy sides. Things that HAVE to be done, but nobody notices them directly. In a grocery store somebody has to organize how and when to fill the grocery shelves so they always look fresh. In a laundry you need somebody who thinks about how the processes should be optimized so that the customer gets his clothes in time.
The tricky part is: The customer won't notice when these subtle things have been done right UNTIL HE NOTICES THEY ARE MISSING! Like when the laundry is not ready on time but two days late, or the veggies in the super market have brown spots and look terrible.
Same goes for IT. You don't notice good transactions until your major customer knocks on your door and tells you that an important and expensive project has failed because the database entries of your product were mysteriously mixed up. You don't notice good security until customer credit card information shows up in Elbonia (and soon after word is in the national newspapers warning customers of your company).
The thing you really have to hammer in again and again and again is that software is NOT static. It has to be cared for even after its initial development phase is over. It is not just a product you buy once and forget about. Every car manufacturer knows that services is of prime importance to the products they build, simply because things WILL occur that have to be fixed and improved. It's the same with software.
So make a presentation, visualize, verbalize, translate your technical information into benefits. Business people don't care about your wish for code aesthetics in a refactoring project, but they WILL understand that your changes will help the product to become more reliable, gain a better reputation and reduce the amount of future service requests. Make them understand by showing them the benefits!
Same thing folks have been doing for thousands of years: draw pictures. Diagram the problems, use visual metaphors familiar to your audience, drag the problem into their territory.
Assuming they're not being intentionally obtuse...
A big +1 for analogies and metaphors. If possible, find one that will resonate with the personal interests of your audience (if it's 1-2 people). For general metaphors, I often find myself using commuter traffic or subways, for some reason.
e.g. We are currently migrating an app from an OODB to Postgres/Hibernate: the bulk of this work is done in Release '4'. Many domain experts have been asking why there are so few user-facing features in R4. I regularly tell them that we have been 'tearing up the city to put in a subway. It is very expensive and undeniably risky, but once it is done, the benefits in R5+ will be astounding, truly.' The true conversation is more involved, but I can return to this theme again and again, well after R4. Months from now, I hope to say "You asked for X and it is now very easy -- precisely because you let us put in that subway back in R4".
The surest way to get upper level management to buy off on development work is to present it in a quantifiable way. Ideally this quantifiable measure is in $$. You need to explain to them the consequences of skimping on data integrity, security, transactions, etc. and how that will affect the customer\user community and eventually the bottom line. You should be careful in these situations because sometimes management expects these non-functional requirements to "just work." If this is the case, you should either estimate high and work on these items alongside the visible UI work (ignorance is bliss) or you need to document these areas of need as you communicate with management so if things do go bad as you anticipate, it's not your job that is on the line.
Unfortunately, it usually takes a disaster or two before this stuff gets the attention it deserves.
It really depends what your management is like, but I've had luck with good old honest-to-goodness fearmongering. If you go through a couple of disaster scenarios, and point out someone's going to get blamed if they occur, that can be enough to make their arsecovering instincts kick in and finally pay attention :)
Car analogies.
Everybody knows that 'system' and it's sufficiently complex to depict the dire situation.
I'm battling with essentially the same kind of situation. Whether it is sign-off by management or acceptance by a user/sponsor, the problem remains one of different vocabularies, priorities and perspectives. I asked a simmilar question here.
I also got diverse answers, tantalizingly close to useful, but not quite definitive enough. Browsing and searching SO using relevant keywords led me to find usable insights in various answers spread out over many unrelated questions. To find and extract these gems led me to pose this question on site-mining.
It would have been useful to be able to flag the various answers and see them all in a single list, but alas, that functionality is not yet available in SO. I suggested it on uservoice.
Hope you find something you can use from the references I gave.
The right kind of countering question is the secret.
Is it okay to crash every 5 web pages?
Do we have to protect the credit card numbers?
Is is okay to have to pay contractors to deploy a patch every weekend?
Did you want it now or did you want it to work?
Robustness. When it comes down to it, you need to talk their language, which is how it affects their bottom line. If its a security or correctness issue, you need to tell them that customers aren't going to want incorrectly acting products, no matter how nice they look.
I like the idea of Technical Debt, because it enables technical issues to be translated (albeit loosely) into money issues -- and money is something most managers do understand.
Although the idea of technical debt was originally applied to architectural issues, it can be used more broadly for any type of situation where there is pressure to take a shortcut -- that is, go into technical debt -- rather than do it right the first time. (Doing it right is the equivalent to saving up to buy something -- it takes time -- rather than buying it on credit and going into debt.)
Just as debts can be good (e.g. home loans) and bad (e.g. credit cards), so technical debt can be good and bad. I won't try to characterise the differences completely, but good technical debt can be tracked accurately, so that you know how much in debt you are.
So, try to explain your important, non-UI problem in terms of technical debt, and the cost of not fixing it in terms of paying interest on that debt.
A descriptive picture really helps non-technical people understand what you are talking about. For example, below is an example from Sun describing how information is processed in one of their somewhat complex applications.
(source: sun.com)
Trying to explain this application in words would be impossible to a non-techy. Pointing at the diagram and say look, this part is our weak point, we need to improve it. That will make sense to them. If they feel like they have some understanding of what you are doing, they will be far more willing to support your request.