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Tom Halligan's avatar

Software design is like salt in a recipe: too much and everyone hates it, too little and everybody asks for more. With just the right amount you get no credit and nobody thinks it added anything!

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Jezz Santos's avatar

Kent Beck

I feel you. I've also been flying this banner for the last ~20 years in my own work and have proceeded with the same rationale as you, despite working with many many others who don't have the same resolve.

I have, however proven (to myself at least) as a technical founder of my own tech startup, (on the tools) that the big ball can absolutely be avoided - even after 8 years in market.

But I can only provide evidence of this at the small end of the scale of team sizes. Teams of less than 8-10.

The real challenge I see, based on lived experience across a very diverse career, working with literally 100s of codebases and teams, is that there simply is not enough evidence available to past or future developers/engineers of this working well enough - so that they just adopt it as a mater of course (lack of availability bias). and thus, we have not reached critical mass yet across the industry.

Every single one of them (after a certain stage of competence) gets it intellectually (and knows they should be doing it), but applying the necessary rigor and discipline is where most just fall back to what is easier for them. (We have a long history of geeks avoiding taking risks and responsibility, and delegating that to their bosses)

It has a lot to do with age and stage, and massively to do with the context they are in (most are just incentivized to care about problem-solving rather than the outcome they create, and too many are working in project contexts where they are not responsible for the future mess they create).

I write a lot about these contextual differences, that few programmers seem to recognize, let alone appreciate. https://jezz-santos.medium.com

Each and every developer/engineer that I have demonstrated this discipline to firsthand has been a long drawn-out campaign of its own, person by person. I have a high success rate of doing that at the individual level, but I can only affect so many.

There are just too many commoditized developers in the world today, and not enough teaching them hands-on what good looks like.

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