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They Don

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They Don t Care About Quality Kathy Iberle Hewlett-Packard 18110 SE 34th Street Vancouver, WA 98683 Kathy_Iberle_at_hp.com www.kiberle.com CAMT Version – PowerPoint PPT presentation

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Title: They Don


1
They Dont Care About Quality
  • Kathy Iberle
  • Hewlett-Packard
  • 18110 SE 34th Street
  • Vancouver, WA 98683
  • Kathy_Iberle_at_hp.com
  • www.kiberle.com

CAMT Version
2
Content
  • Introduction
  • What is quality ?
  • Practice Culture
  • Business Models
  • Aspects of Reality
  • An example
  • Fears

3
Introduction
  • What is Quality ?
  • Value to some person (Weinberg)
  • Two examples
  • Development of defibrillators and cardiographs
  • Driving factor Responsibility for human lives
  • Could harm a patient or operator
  • Avoid legal liability or FDA investigation
  • Values correctness and reliability
  • Development of consumer product ( e.g. printer)
  • Fear of missing the dates, having confused
    users or unexpected software/hardware
    incompatibilities
  • Values usability and compatibility

4
Practice Culture
  • Groups of software practitioners who share common
    definitions of quality and tend to use similar
    practices
  • Most individuals live in one practice culture and
    have learned the beliefs and practices of that
    particular culture.
  • People in similar businesses often share a
    practice culture
  • e.g. aerospace, finance, medical domain.
  • Practice cultures also cut across businesses
  • More than one practice culture can appear in the
    same company
  • e.g. Software Engineering versus IT Support

5
Practice Culture
  • Issues to look at
  • What assumptions does this practice culture make?
  • How do those assumptions lead to best practices
  • That is, practices that are favored within that
    practice culture?
  • Are there best practices that dont appear to
    follow logically from the assumptions?
  • This suggests that there are assumptions unknown
    to you.
  • Do any of the assumptions involve factors that
    have changed in the last few years?

6
Important Aspects of Reality
  • Type of product
  • Business software, firmware, games.
  • Criticality
  • life-critical, business-critical, merely
    annoying.
  • Market
  • Early adopters, mainstream.
  • Range of environments
  • corporate common operating environment,
    household PCs, U.S. only, worldwide.

7
Most Important Reality
  • Follow the Money
  • Business Model
  • Loosing money - Cost of fixing errors
  • Distribute patches over Internet
  • Install patches on all clients
  • Recall all physical units

8
Business Models
  • How do people profit from writing this software?
  • The way in which money flows
  • We make money by
  • e.g. by selling services to develop other
    peoples software
  • What profit depends upon appears to either drive
    or constrain other factors
  • Project size, customer type/market, risks
    incurred (criticality), number of regulations
    that affect the product.

9
Business Models
  • Custom systems written on contract We make
    money by selling our services to write other
    peoples software.
  • Custom systems written in-house We make
    software to make our own business run better.
  • Commercial products We make money by writing
    and selling software to other businesses.
  • Mass-market software We make money by writing
    and selling software to consumers
  • Commercial and mass-market firmware We make
    money by selling objects which happen to require
    embedded software.
  • Scientific software We make software for use in
    research in biology, chemistry, physics,
    psychology, economics, and many other fields
  • e.g. earthquake or nuclear simulation, climate
    modeling.

10
Situational Factors
  • Attributes (characteristics) of a business model
    that seem to influence the choice of software
    engineering practices.
  • Derived from or limited by the business model
  • Way money flows
  • End purpose of the software
  • e.g. software for consumer purchase is unlikely
    to be life-critical

11
Situational Factors
  • Criticality The potential for harming the
    users or purchasers interests varies depending
    on the type of product.
  • Some software can kill you when it fails, other
    software can lose large sums of many peoples
    money, and yet other software can do nothing
    worse than waste the users time.
  • Uncertainty of Users Wants and Needs The
    requirements for software that implements a known
    business process (such as the U.S. tax code) are
    necessarily better known than the requirements
    for a new consumer product that is so new the end
    users dont even know that they want it.
  • Range of Environments
  • Software written to use in a specific company
    needs to be compatible only with that companys
    officially supported computing environments,
  • Software sold to the mass market has to work with
    a wide range of environments.
  • The skill sets of users in the mass market also
    vary more widely than those of users in a
    specific company.

12
Situational Factors
  • 4. Cost of Fixing Errors Distributing firmware
    fixes is a lot more expensive than patching a
    single website.
  • 5. Regulation Regulatory agencies and contract
    terms can require practices that might not
    otherwise be adopted, or may set up a situation
    in which certain practices become useful. Some
    situations require process audits, which verify
    that a certain process was followed to make the
    product.
  • 6. Project Size Multi-year projects with
    hundreds of developers are common in some
    businesses, whereas shorter single-team projects
    are more typical in other businesses.
  • Communication Factors in addition to project
    size that can increase the amount of
    person-to-person communication needed, or make
    accurate communication more difficult
  • The way work is distributed
  • Senior staff design and juniors code.
  • Specialization where specialists start assuming
    knowledge on the part of others
  • Development versus Maintenance

13
Situational Factors
  • Organizational Culture The organization will
    have a culture that defines how people operate.
  • Four organizational cultures
  • Control Control cultures, like IBM and GE, are
    motivated by the need for power and security.
  • Competence A competence culture is driven by
    the need for achievement Microsoft is an
    example.
  • Collaboration Collaboration cultures of
    Hewlett-Packard, are driven by a need for
    affiliation.
  • Cultivation A cultivation culture motivates
    by self-actualization can be illustrated by
    start-up companies.

14
Custom Systems Written on Contract
  • Largest and longest-running purchasers of custom
    software appear to be finance companies (e.g.
    Banks) and the military.
  • Profit comes from staying within the allotted
    budget and avoiding penalties for late delivery.
  • Contract requires a detailed set of
    specifications for the work to be done.
  • Once the customer has signed off on those
    specifications, the contractor can charge extra
    for every change request
  • Cost of distributing post-release fixes is
    manageable
  • Fixes are distributed to a known, accessible,
    reasonably set of locations.

15
Custom Systems Written on ContractThe Fears
  • Incorrect results
  • Running over budget
  • Penalties for late delivery
  • Not delivering what the buyer ordered
  • which may result in litigation (e.g. going to
    court)

16
Custom systems written on Contract The
Situational Factors
  1. Criticality Software failures in a few systems
    can be life-critical (e.g. weapon system not
    working properly)
  2. Uncertainty of Users Wants and Needs In
    general, they do have a detailed idea of what
    they want.
  3. Range of Environments The purchasing
    organization has usually decreed a small set of
    target environments
  4. Cost of Fixing Errors Generally there are
    reasonably priced ways to distribute fixes.
  5. Regulation Software for the Department of
    Defense must be written in accordance with a huge
    list of regulations, most concerning the process
    of producing the software.
  6. Project Size Big.
  7. Communication The practice of splitting design
    and coding between senior and junior staff
  8. Organizational Culture The companies that write
    software on contract often have a control
    culture.

17
Custom systems written on contractThe Assumptions
  • Situational factors and capabilities together
    lead logically to a set of assumptions
  • Delivery on time and within budget is very
    important.
  • Software that reliably delivers correct output is
    very important.
  • The requirements can and should be known in
    detail up front.
  • Projects will be large and communication paths
    complex.
  • We must be able to prove that we did what we
    promised.
  • We need plans and regular status reports flowing
    upwards.

18
Custom systems written on contractThe Favourite
Practices
  • Lots of documentation
  • when project sizes are large.
  • when the communications paths are complex
  • to prove that we did what we promised
  • requirements known in detail up front
  • Often use the Capability Maturity Model of the
    SEI (e.g. CMMI).
  • Waterfall Lifecycle.
  • Easier to coordinate multiple large projects
    using the simpler structure of a waterfall
    lifecycle
  • Formal Requirements and Analysis, Unified
    Modeling Language, Rational Unified Process
  • for correct output,
  • in complex communication paths.
  • Process Audits
  • Extensive auditing procedures to prove that you
    did what you promised.
  • Rapid Application Development (RAD) and Joint
    Application Development (JAD).
  • Getting users and developers to agree on
    requirements in detail up front

19
Characteristics of Scientific Software
  • Scientists either write or customize much of the
    code themselves,
  • Occasionally have their graduate students perform
    these tasks, since the average software developer
    does not understand the application domain
  • Research laboratories are often multidisciplinary
    environments
  • Developers receive their software training from
    other scientists
  • Many software programs are not designed to be
    large,
  • Grow and evolve in parallel with the research
    project
  • Scientists are not typically trained in software
    engineering methodologies,
  • Their expertise residing rather in the science of
    their field of research
  • Requirements are mostly emergent, and the
    emergence of requirements is intertwined with
    evaluation and testing is cursory
  • The life cycle could be long,
  • e.g. a 30-year life cycle for some nuclear
    simulation software.

Adapted from Basili et al. 2008
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