Refactoring the Organization Design (LESS2010)

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© Ken Power 2010 [email protected] Refactoring the Organiza=on Design
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These are the presentation slides from a presentation I gave at the Lean Enterprise Software and Systems Conference 2010 (LESS 2010, http://less2010.leanssc.org/). The presentation is based around the paper I submitted that is published in the proceedings. From the paper abstract: Every organization has a design. As an organization grows, that design evolves. A decision to embrace agile and lean methods can expose weaknesses in the design. The concept of refactoring as applied to software design helps to improve the overall structure of the product or system. Principles of refactoring can also be applied to organization design. As with software design, the design of our organization can benefit from deliberate improvement efforts, but those efforts must have a purpose, and must serve the broad community of stakeholders that affect, or are affected by, the organization. Refactoring to agile and lean organizations demands that we have a shared vision of what the refactoring needs to achieve, and that we optimize the organization around the people doing the work.

Transcript of Refactoring the Organization Design (LESS2010)

Page 1: Refactoring the Organization Design (LESS2010)

©  Ken  Power  2010  [email protected]  

Refactoring  the  Organiza=on  Design  

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©  Ken  Power  2010  [email protected]  

Mo=va=on  3.0  and  the  Type  I  Toolkit  

Carrots  and  s=cks  work,  but  only  in  a  surprisingly  narrow  band  of  circumstances.  For  enduring  mo=va=on  and  high  performance,  autonomy,  mastery,  and  purpose  are  much  beLer.  

Get  back  to  first  principles:  deligh2ng  customers,  challenging  employees,  and  making  a  contribu2on.    

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©  Ken  Power  2010  [email protected]  

Refactoring  

•  Mar=n  Fowler  “Refactoring:  Improving  the  Design  of  Exis7ng  Code”  (1999)  –  “Behavior-­‐preserving  transforma=on  that  improves  

the  design  of  exis=ng  code”  

•  Joshua  Kerievsky  “Refactoring  to  Pa;erns”(2004)  –  Suggests  that  using  paLerns  to  improve  an  exis=ng  

design  is  beLer  than  using  paLerns  early  in  a  new  design  •  Whether  code  is  years  old  or  minutes  old  

–  “We  improve  designs  with  paLerns  by  applying  sequences  of  low-­‐level  design  transforma=ons,  known  as  refactorings.”  

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©  Ken  Power  2010  [email protected]  

Tease  Apart  Hierarchies  

•  You  have  an  inheritance  hierarchy  that  is  doing  two  jobs  at  once  

•  Create  two  hierarchies  and  use  delega7on  to  invoke  one  from  the  other  

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©  Ken  Power  2010  [email protected]  

Remove  Middle  Man  

•  A  class  is  doing  too  much  simple  delega=on  •  Get  the  Client  to  call  the  delegate  directly  

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©  Ken  Power  2010  [email protected]  

Collapse  Hierarchy  

•  A  superclass  and  a  subclass  are  not  very  different  

•  Merge  them  together  

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©  Ken  Power  2010  [email protected]  

scale  

=me  

Project  

Individuals  

Program  

Business  Unit  

Group  

Company  

2008   2009   2010   2011+  

Agile  Transi=on  Team  

Select  Pilot  Projects  

Individual  Evangelists  

Pilot  Program  

Systems  

Agile  Transi=on  Team  

Agile  Working  Group  

Agile  Office  

Release  Train  

Systems  Of  

Systems  

PorFolio  Management  

PorFolio  Management  

Role  Defini=ons  

Performance,  Reviews  

More  Projects  More  Projects  

Communi=es  

Forums  

More  Programs  

Systems  

Majority  of  Projects  and  Programs  

Agile  

Feature  Teams  

Kanban  Pilots  

Kanban  Pilots  

Kanban  For  Support  

Kanban  For  Systems  

Lean  Thinking  

Lean  Thinking  

Agile  PMO  

Value  Stream  Mapping  

Transi=on  Journey  

Kanban  For  Reusable  Components  

Con=nuous  Improvement  

Pilot  Program  

Pilot  Program  

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©  Ken  Power  2010  [email protected]  

Challenges  

•  Gaps  in  training  –  not  a  subs=tute  for  experience  •  Integra=ng  people  and  groups  outside  the  development/QA  teams  

•  Integra=ng  User  Experience  groups  •  The  role  of  managers  •  Understanding  and  managing  dependencies  across  complex  systems  

•  Customer  engagement  for  mass-­‐market  products  and  systems  

•  Rewards,  incen=ves,  performance  management  

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©  Ken  Power  2010  [email protected]  

Core  Framework  vs.  Toolbox  

Core  Framework  

Toolbox  

Common  Baseline  

Sets  of  prac=ces  

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©  Ken  Power  2010  [email protected]  

Refactoring  Toolshed  

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©  Ken  Power  2010  [email protected]  

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©  Ken  Power  2010  [email protected]  

How  many  people  …  

•  …  are  in  a  single  Scrum  Team?  •  …  does  it  take  to  build  and  deliver  a  product?  •  …  does  it  take  to  ship  a  product?  •  …  does  it  take  to  ship  a  system?  

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©  Ken  Power  2010  [email protected]  

Typical  Sta  

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©  Ken  Power  2010  [email protected]  

STAKEHOLDERS  

Any  group  or  individual  who  can  affect  or  is  affected  by  the  achievement  of  the  organiza=on’s  objec=ves  

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©  Ken  Power  2010  [email protected]  

What  is  a  ‘resource’?  

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©  Ken  Power  2010  [email protected]  

The  Firm  

Primary  Stakeholders  

Secondary  Stakeholders  

Communi=es  

Financiers  

Suppliers  

Employees  

Customers  

Customer    Advocate  Groups  

Special  Interest  Groups  

Media  

Government  

Compe=tors  

Freeman’s  Basic    2-­‐=er  model  

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©  Ken  Power  2010  [email protected]  

Product  Architecture  

Primary  Stakeholders  

Secondary  Stakeholders  Architecture  Teams  

Client  Development  Teams:  ‘Early  Integrators’  

API  Development  Team  

API  QA  Teams  

Product  Management  

Test  Automa=on    Team  

Special  Interest  Groups  

Media  

3rd  Party    Developers  

Customers  

User    Experience  Teams  

System  Test  Team  

Client  Development  Teams:  ‘Late  integrators’  

Other    Business  Units  

Client  Applica=on    

QA  Teams  

Tech  Support  Team  

Example:  Product  Architecture  

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©  Ken  Power  2010  [email protected]  

Stakeholder  groups  

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©  Ken  Power  2010  [email protected]  

Program    

Core  

Team  

• Responsible  for  managing  the  projects  that  are  part  of  the  program.  • Repor=ng  progress,  interfacing  with  the  wider  organiza=on,  and  generally  keeping  the  project  on  track.    

Product  Owner  Team  

• People  who  have  a  stake  in  guiding  the  end  deliverable,  either  through  providing  input  or  reviewing/approving  the  output.  

Product  Delivery  Team  

• Anyone  that  has  a  stake  in  building  the  product.  • Generally  responsible  for  comple=ng  tasks  that  belong  to  User  Stories.  

Product  

Consumers  

• People  who  have  a  stake  in  evalua=ng,  buying,  or  using  the  product  that  we  build  and  in  determining  how  it  fits  with  the  strategic  direc=on  of  their  own  organiza=on.    • Responsibili=es  include  evalua=ng  the  product,  purchasing  the  product,  using  it,  providing  feedback,  and  providing  input  to  the  product  direc=on.  

Porqolio  

Council  

• Anyone  who  has  a  stake  in  the  product  and  how  it  fits  with  the  strategic  direc=on  of  our  organiza=on.  

Stakeholders  in  a  So@ware  Product  Development  effort  

Sorware  Development  Engineer   User  Experience  

QA  Engineer   Universi=es,  Colleges  

Test  Automa=on   Research  Ins=tutes  

Feature  Test   Technical  Writer  

System  Test   Development  Manager  

Performance  Test   QA  Manager  

Alpha  Test   Product  Manager  

Early  Field  Trials   Program  Manager  

Marke=ng   System  Architect  

Enterprise  Architect   Release  Manager  

Security  analyst   Account  Manager  

HR,  Recruiter   Technical  Support  

Customers   Regulatory  Bodies  

Lawyer   Accountant  

Director   Sales  

Vice  President,  Senior  VP   Solu=on  Architect  

Compe=tors,  Partners   Lab  Administrator  

President   Scrum  Master  /  Agile  Coach  

CxO   Sorware  Architect  

Open  Source  community   Standards  Bodies  

3rd  Party  Developers   Media  

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©  Ken  Power  2010  [email protected]  

STAKEHOLDER  MAPPING  

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©  Ken  Power  2010  [email protected]  

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©  Ken  Power  2010  [email protected]  

Cross-­‐Func=onal  Delivery  Team  

Scrum  Master  

Product  Owner  

Scrum  Team  

Product  Manager  

QA  Manager  

Development  Manager  

Program  Manager  

Alpha  

Beta  TME  

Early  Access  Program  

User    Experience  

Team  

Product  Marke=ng  

Channel  Ramp  

Other    Business  Units  

GB  

Tech  Support  Team  

Product  Owner  Team  

Extended  Delivery  Team  

Product  

System  Porqolio  Council  

Sales  Support  Engineers  

Customer  Engagement  

Team  

UE  Lead  

Architect  

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©  Ken  Power  2010  [email protected]  

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©  Ken  Power  2010  [email protected]  

Stakeholder  Management  Principles  

1.  Stakeholder  interests  need  to  go  together  over  =me.  

2.  We  need  a  philosophy  of  volunteerism  –  to  engage  stakeholders  and  manage  rela=onships  ourselves  rather  than  leave  it  to  government.  

3.  We  need  to  find  solu=ons  to  issues  that  sa=sfy  mul=ple  stakeholders  simultaneously.  

4.  Everything  that  we  do  serves  stakeholders.  We  never  trade  off  the  interests  of  one  versus  the  other  con=nuously  over  =me.  

5.  We  act  with  purpose  that  fulfills  our  commitment  to  stakeholders.  We  act  with  aspira=on  towards  fulfilling  our  dreams  and  theirs.  

6.  We  need  intensive  communica=on  and  dialogue  with  stakeholders  –  not  just  those  who  are  friendly.  

7.  Stakeholders  consist  of  real  people  with  names  and  faces  and  children.  They  are  complex.  

8.  We  need  to  generalize  the  marke=ng  approach.  

9.  We  engage  with  both  primary  and  secondary  stakeholders.  

10.  We  constantly  monitor  and  redesign  processes  to  make  them  beLer  serve  our  stakeholders.  

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©  Ken  Power  2010  [email protected]  

The  role  of  manager  •  “Whatever  the  magnitude  of  their  stake,  each  stakeholder  is  a  part  

of  the  nexus  of  implicit  and  explicit  contracts  that  cons7tutes  the  firm.  However,  as  a  group,  managers  are  unique  in  this  respect  because  of  their  posi7on  at  the  centre  of  the  nexus  of  contracts.  

Managers  are  the  only  groups  of  stakeholders  who  enter  into  a  contractual  rela7onship  with  all  other  stakeholders.  Managers  are  also  the  only  

group  of  stakeholders  with  direct  control  over  the  decision-­‐making  apparatus  of  the  firm.”  –  (Hill  &  Jones,  1992:  134)  

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©  Ken  Power  2010  [email protected]  

Crea=ng  the  right  environment  

Product  Owner  Team  (CUCIMOC)  

Scrum  Master  Product  Delivery  Team  

Product  Owner  

• Build  organiza=on  • Org  strategy  • Remove  barriers  at  org,  cross-­‐product  level  

Directors  

• Build  teams  • Product  strategy  • Remove  barriers  at  product,  cross-­‐team  level  

2nd  Line  Managers  

• Develop  people  • Release  strategy  • Remove  barriers  at  release,  team  level  

1st  Line  Managers  

Product  Organiza=on  

Product  Owner  Team  (CUCIMOC)  

Scrum  Master  Product  Delivery  Team  

Product  Owner  

Product  Owner  Team  

Scrum  Master  

Delivery  Team  

Product  Owner  

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©  Ken  Power  2010  [email protected]  

Itera=

on  

Product  Increment  

Full  Product  Release  Release Rhythm

Project Rhythm

Stakeholder  Engagement  Rhythm  

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©  Ken  Power  2010  [email protected]  

Metaphors  

•  “Each  metaphor  gives  us  some  insight,  and  taken  together  they  show  what  a  complex  concept  learning  really  is.  No  one  metaphor  is  “correct”,  but  each  represents  a  different  understanding.”  

Mul2ple  Metaphors  for  Learning  by  Gary  Woodill    

In  “Learning  and  organiza,ons:  towards  cross-­‐metaphor  conversa,ons”  

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©  Ken  Power  2010  [email protected]  

Jazz  Improvisa=on  

•  Provoca=ve  competence:  Deliberate  efforts  to  interrupt  habit  paKerns    

•  Embracing  errors  as  a  source  of  learning    •  Shared  orienta=on  toward  minimal  structures  that  allow  maximum  flexibility    

•  Distributed  task:  con2nual  nego2a2on  and  dialogue  toward  dynamic  synchroniza=on    

•  Reliance  on  retrospec2ve  sense-­‐making    •  "Hanging  out":  Membership  in  a  community  of  prac2ce    

•  Taking  turns  soloing  and  suppor=ng  “Crea,vity  and  Improvisa,on  in  Jazz  and  Organiza,ons:  Implica,ons  for  Organiza,onal  Learning”  -­‐  Frank  J.  BarreL  "Organiza2on  Science"  /  Vol  9,  No.5.  September-­‐October  1998  

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©  Ken  Power  2010  [email protected]  

AS  BUSINESS  BECOMES  MORE  DEPENDENT  ON  KNOWLEDGE  TO  

CREATE  VALUE,  WORK  BECOMES  MORE  LIKE  ART.  

Arqul  Making  –  Ch.  1:  What’s  really  different  about  knowledge  work  

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©  Ken  Power  2010  [email protected]  

Concept  genera=on  

Product  planning  

Product  engineering  

Process  engineering  

Produc=on  process  

Product  

An  industrial  making  process  

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©  Ken  Power  2010  [email protected]  

An  ArFul  Making  Process  

Talk  with  customer  about  product  

Repeat  

Expose  customer  to  product  

Generate  Product  

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©  Ken  Power  2010  [email protected]  

4  QUALITIES  OF  ARTFUL  MAKING  

Release  

Collabora=on  

Ensemble  

Play  

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RELEASE  

A  method  of  control  that  accepts  wide  varia=on  within  known  parameters.  Release  contrasts  with  Restraint,  the  usual  method  of  industrial  control.  

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©  Ken  Power  2010  [email protected]  

COLLABORATION  

The  quality  exhibited  by  conversa=on,  in  language  and  behavior,  during  which  each  party,  released  from  vanity,  inhibi=on,  and  preconcep=ons,  treats  the  contribu=ons  of  other  par=es  as  material  to  make  with,  not  as  posi=ons  to  argue  with,  so  that  new  and  unpredictable  ideas  emerge.  

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©  Ken  Power  2010  [email protected]  

ENSEMBLE  

The  quality  exhibited  by  the  work  of  a  group  dedicated  to  a  collabora=on  in  which  individual  members  relinquish  sovereignty  over  their  work  and  thus  create  something  none  could  have  made  alone:  a  whole  greater  than  the  sum  of  its  parts.  

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PLAY  

The  quality  exhibited  by  a  produc=on  while  it  is  playing  for  an  audience;  or  the  quality  exhibited  by  interac=on  among  members  of  a  business  group,  and  ul=mately  between  the  group  and  the  customer.  

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©  Ken  Power  2010  [email protected]  

So@ware  Development   Play  Making  

Itera=ve  Cycle   Product  build  and  test;  try  different  op=ons  

Rehearsal  

Distributed,  independent,  simultaneous  inven=on  

Individual  developers  at  work  on  design  or  source  code  

Individual  actors  preparing  between  runs  

Unifying  ac=on   A  product  build   A  rehearsal  run  

A  director  who  facilitates  coherent  chaos  

The  Scrum  Master  or  project  manager  

The  director  

Forum  for  conversa=on   Mee=ngs,  technology-­‐based  collabora=ve  forums,  Daily  Standup,  Itera=on  Review,  Pair  Programming,    Retrospec=ves,  …  

The  rehearsal  room  

Way  of  sezng  structure   Code  holds  structure   Actors  enact  structure  

External  characteris7cs  of  ArFul  Making  in  Agile  SoYware  Development  and  Play  Making  (slightly  modified)  

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Organiza=on  PaLerns  •  The  organiza=on  paLerns  iden=fied  

by  Coplien  and  Harrison  address  specific  stakeholders,  and  the  rela=onships  between  stakeholders    

•  Provide  guidance  on  building  effec=ve  stakeholder  rela=onships  within  sorware  development  organiza=ons  

•  Consider  an  organiza=on  as  a  social  system  with  structures  

•  Iden=fy  paLerns  that  have  helped  sorware  companies  to  achieve  improved  efficiencies  in  organiza=on  and  performance.    

•  Four  paLern  languages  –  project  management  –  growth  of  the  product  and  process  –  organiza=on  style  and  role  rela=onships  –  people  and  code    

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©  Ken  Power  2010  [email protected]  

Summary  •  Agile  and  Lean  lead  to  organiza=onal  change  •  Organiza=on  design  can  benefit  from  principles  of  refactoring  •  Our  organiza=ons  have  stakeholders  

–  Take  a  broad  view  of  stakeholders  –  The  principles  of  stakeholder  management  help  us  to  iden=fy,  understand  and  engage  with  

the  many  diverse  range  of  stakeholders.    

•  When  refactoring  an  organiza=on’s  design  to  support  agile  and  lean  development,  we  aim  to  op=mize  the  structures  of  the  organiza=on  around  the  people  who  are  doing  the  work  

•  To  be  meaningful,  refactoring  must  have  a  purpose.    –  Metaphors  provide  a  useful  tool  to  communicate  that  purpose.    –  Jazz  improvisa=on  and  Arqul  Making  are  two  useful  enabling  metaphors  for  understanding  the  

rich  and  complex  interac=ons  between  the  many  and  varied  stakeholders  in  a  product  development  organiza=on.    

•  Organiza=on  PaLerns  provide  a  rich  body  of  knowledge  that  compliments  agile  and  lean,  and  that  provides  proven  paLerns  for  engaging  stakeholders  and  guiding  changes  in  the  design  of  our  organiza=on.  

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©  Ken  Power  2010  [email protected]