Work And Effort: Not Always By The Numbers

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Latley I was feeling overloaded but couldn’t figure out how much. Turns out it was mostly in my own head.

Now I’ve been through a move, changes at work, and more. So the last two months my own workload estimates have been a tad off, all things considered. Now that I’m back at it, I decided it was time to get a handle on my work and my life. This included:

  • Making sure I tracked other time-consuming activities, like me workouts.
  • Getting back to my projects.
  • Recovering from the move.

So, I looked at my plans for March . . . and felt overloaded. Why was that, because in my head it made sense. Not much changed. Hell, I wasn’t moving at least.

Something didn’t feel right. You know that feeling of Really Not Right, and I couldn’t place it. Nothing came to mind, so I began to play with my schedule, looking at time taken, past work. Suddenly, something became very clear – an error you may have made in your own personal plans.

What I found was that I had overestimated the amount of work ahead of me, and that made me feel overloaded.

Normally, I’m for a little overestimation, just to be safe. But past a certain point, overestimation becomes not a buffer, but a source of confusion. Your gut, your mind, and your estimates can’t figure out how long things take or where time is going. That’s where I was.

  • I wanted to track more of my regular activities, making sure I accounted for them and didn’t get overloaded. I made sure to pad them a bit – which may matter little on one or two tasks. But when you’re talking things like cooking or working out that you do a lot, then padding adds up pretty fast.
  • I wanted to get back to my projects. Which of course I now was cautious about, so I overestimated a few of those. Which wouldn’t be as bad except I always juggle 2-4 projects.
  • Finally, I wanted to “catch up” on anything that got behind from my move, and of course, overloaded myself on top of some over-estimation.

Yes, in my effort to be Thinking Ahead and Develop A Good Backlog, I ended up overestimating so much out of caution I confused myself. So, uh don’t do that.

I also found I had to modify one of my estimating techniques. Check this out, it may help you.

Fibonacci Revised

As I mentioend in my Personal Agile, I estimate the time things take in hours using Fibonacci numbers – 1,2,3,5,8,13. This is common in abstract estimating as people are bad at determining small differences in large things – it’s easy to know if something is 2 or 3 hours, harder to know if it’s 4 or 5 hours, and real hard to tell if something is 25 or 26 hours. So Fibonacci estimating uses numbers with increasingly large gaps to force you to A) use certain numbers to avoid fiddling in the middle, with the side effect of B) By the time you’re tackling something so large maybe you should break it the hell down.

Now on the high level (beyond 3 hours) this helped me. But, I had lost control of detail on the lower end.

I didn’t differentiate between a 30 minute task an an hour. Or a 90 minute task and 2 hours. As I break stuff down pretty finely, I had overestimated work in many cases – and as noted as I also track many repetitive tasks, this balooned my estimated workload.

So now my “Modified Fibbonachi sequence” is .5, 1, 1.5, 2,3,5,8, 13. I give myself a bit of leeway on the low end.

I’ve wondered if in time I’ll learn enough I won’t need any kind of sequence as a crutch. I suppose I’ll find out – and share it with you.

Takeaways

So some takeaway lessons:

  • If your sense of what you can do and the time you’ll think it’ll take don’t “feel” right that’s a good warning.
  • Be careful on overestimation and adding too much buffer time to things you’re trying to get done. That causes confusion – and may squeeze out work you can do.
  • In estimating how long it takes to do things, tools like Fibonacci numbers may help on the high end, but give yourself leeway on smaller estimates.

– Steve

Agile Creativity – Principle #5: Creative Support

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

So if Agile Principle #4 was kind of heavy, Agile Principle #5 is a bit more philosophical – but also is very thought-provoking. It states:

Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.

This one makes a lot of sense. Make sure you have motivated people, give them what they need, and trust them. It’s a great principle, and having seen the opposite applied, I can assure you it leads to failure when you don’t do this.

But some creatives are solo acts. So let’s add on to this:

Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. This applies to any size of team, from yourself to a large group.

There. Now it applies to everyone from a hundred people to you alone working on a project. In fact, imagining how this applies just to you helps you understand how it applies to a team. Let’s take a look at this Principle:

Build Projects . . .

It may seem weird to focus on just two words, but the fact this is about projects is important. Projects have defined goals (even if they change) and ends (or potential to end). It’s important to have bounded activities and goals – and not just for direction or signoff.

Having a project focus means you can evaluate progress, know what you want to accomplish, and know when you’re done. That’s vital to retain motivation and interest in these projects. People who feel motivated may loose it if they’re going in loops and don’t know if they’re accomplishing anything.

This is even more important when talking Agile for creatives. Creative projects can go in all sorts of directions, never end, never be broken down. Infinite possibility gives you infinite ways to never complete the work.

Solo Creative Tips:

  • Having defined projects helps you set goals and directions for yourself.
  • Having defined projects keeps you from trying to keep all the information in your head – having notes, spreadsheets, etc. keeps you from having to juggle that in your head.
  • Having defined projects will keep you motivated.
  • Having defined projects lets you share them when needed – say, if you need help.

 . . . around motivated individuals.

Quick, when’s the last time you worked iwth unmotivated individuals? Did you measure it in years, months, days, or minutes? Were you an unmotivated person?

Forget any happy motivational speaker talk, let’s be honest – unmotivated people do awful work. Many, many projects fail or are done halfway because of poor motivation. Many managers and leaders never pay for their awful job at motivating and finding motivated people.

Meanwhile, truly motivated people can achieve a great deal. Motivation is instinctive, and thus it guides and directs, inspires and drives; a truly motivated person brings their entire set of skills and interests and knowledge to a project.

If you want to have a project succeed, you want to find people who are motivated and motivate those there. I will state for the record many, many people are utterly terrible at this.

Motivation is a necessary part of any Agile method as it’s a light, adaptable approach to work. It doesn’t rely on someone directing or provoking work, it relies on feedback, direct communication, and initiative. Un-motivated people give poor feeebdak, ask poorly for feedback, have issues with communicating, and have no initiative. Agile methods of any kind don’t work without some motivation.

That means it’s up to you on any project to encourage motivation in yourself and others – and to find it. This is an entire area you could study up on to improve your work and leadership, by the way.

For creative work, you can guess that this is somehow even more important. Creativity is visceral, and the gut-feel of motivation is necessary to drive creative work – or even to feel creative. Creatives who are unmotivated often have trouble doing work or their best work as they don’t have that visceral drive.

And most work has some creativity in it.

Solo Creative Tips:

  • Understand and evaluate your motivations – honestly.  This helps you appreciate, follow, and continue your motivation.
  • If you aren’t motivated, ask why.  It may be something to address – it may be a sign you’re on the wrong path.
  • It helps to have someone or someones to help you assess your motivations and state of mind in creative work.
  • Learn how to coach and motivate yourself.  Besides, it may be good practice for coaching and motivating others.

Give them the environment and support they need . . .

People need the right environment to succeed of course.  The right technology, the right information, the right lack of noise (or lack of lack of noise).

When it comes to creative works, this is even more important because creative activities require certain technologies, environments, equipment, and more people aren’t always aware of.  That monitor better have damned good color resolution for subtle artistic tweaks, you’ll want to get that bulk membership to a royalty-free photos site for digital work, and if your team works odd hours have the right chat software.  Creative work’s “right environment” may be something not easily apparent.

It helps of course to ask people what they need- and listen.  Which leads to . . .

People also need support.  They need someone to solve problems, address issues, back them up, give them the professional and personal help they need.

(If you ever worked with a job without good support, well, you know how well that went.  And why you’re probably not there).

For creative work, support is, much like the environment, something that will take effort to provide because of the many variables of creative work – and creative people.  Listen to people doing the work like writing, art, graphics, and so on to figure what support they need – and provide it.

If you are a creative, learn to listen to and support other creatives on your projects.  Creativity isn’t some magical spigot we turn on and off, and if you know that, you can help others.

By the way, on the subject of helping others, let’s get to helping yourself  . . .

Solo Creative Tips:

  • Be sure you have the right equipment for your creative works.  That may seem obvious, but it’s easy to miss (as I once found using the wrong monitor).
  • Make sure you develop an appropriate creative environment to work in.  Imagine you had to set it up for someone else, and go from there.
  • Support yourself as a creative – taking care of yourself, figuring what helps you be creative better, learning to take breaks, etc.
  • I find that for creatives, having a group of like minded creatives helps you in solo work – they have good advice and insights.  As may you.

. . .and trust them to get the job done.

Once you give people who are motivated the right environment, once you’ve got their back, go ahead and trust them to do the job.  Help, enhance, guide, offer, so what you can to assist.  But trust first (which may be hard when a mistake is made, but often they’re honest).

This is challenging in any situation – we’re taught not to trust people.  One of the most revolutionary things about Agile methods is the emphasis on trust and transparency, which is probably why they can be so disruptive.

Creativity, which is often variable, unpredictable, and personal makes that trust harder to give as it’s harder to understand what’s going on.  If you’re working with creatives, you’ll want to go the extra mile to trust them.  That’s also because . . .

. . . trust is somehow even more vital in creative works.  Because of the many variables there’s personal opinions, trial and error, and the need to experiment.  This means that creative works, in some ways, can go further afield before coming back to the point and may need even more feedback than most works.  Trust is essential for this – and to navigate the more esoteric issues you may encounter.

On a personal level, I think there’s also a kind of mistrust of creatives among people.  Folks may see them as lazy as their job seems enjoyable.  People may think they’re strange because of their work.  Others may assume they’re unreliable because of the many variables in their work.

Most of that is B.S.  But it’s a challenge for people.

Solo Creative Tips:

  • Trust yourself.  This is probably harder than trusting other creative people; we tend to be hard on ourselves.
  • A good way to trust yourself is to keep and review successes in recent works (I do this myself).

The Right People, The Right Environment, The Right You

The Fifth Agile Principle is one of the most wonderfully obvious, no-nonsense ideas that really calls out how easily you can do things wrong.  Get motivated people (or motivate them), give them what they need, stand back and trust them. Stuff gets done.

It bears repeating because, like many Agile Principles, the obvious gets missed.  That’s why we need them.

When it comes to creatives, this principle requires thoughtfulness and discretion because supporting creative works may require extra effort – especially if you’re not a creative type.  It’s one to keep in mind as you help people out.

And if you are a creative, hey – support yourself.  And support others doing creative work.

 

– Steve

Agile Creativity – Principle #4: Daily Collaboration

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Now the fourth Principle of Agile Software, which we’ll be re-purposing for creative work, is simple until you think about it for two seconds. It states.

Business people and developers must work together daily throughout the project.

Easy, right? First, let’s tweak this a bit for creatives

Customers and creatives must work together daily throughout the project.

Still simple, but I’m pretty sure you’ve been in situations where you couldn’t get someone to talk. Or respond to email. You probably wondered if they were OK. Maybe the Fourth principle is harder than it looks . .

At the same time, despite your disbelief, you probably see the value in this. If you and whoever you’re doing work for are in communication, you work better, get feedback better, and so on. Work becomes easier, faster, and friendlier.

It’s just that this sounds like it’d be real hard to implement.

So let’s break this Principle down – and focus on how you make it work – to everyone’s benefit.

Customers And Creatives Must Work Together . . .

This is a bit of a “duh” rule. But pause for a second and ask yourself what working together with the customer *really* means.

This Principle doesn’t say one is in charge and the other isn’t. It’s not about following a plan or not doing it. It’s the idea that you and your customer work together. You’re a team, even if one of you sort of started all of this and is probably paying the bills.

So you want to make sure you and whoever you’re doing creative work for are actually cooperating together to get a result and thinking of yourselves as working together. This is a bit of a radical mindshift (probably for both of you) and you can help encourage it because, well, you’re reading this. Approach working with your creative customers as a team effort, which means:

  • Encourage cooperation (of course).
  • Treat work as succeeding (and failing) together.
  • Develop a team approach, think of yourself as a team, cultivate that.
  • Include customers (when appropriate) in activities, from status reports to team lunches.

By the way, this may have you askin “hey, who is my customer.” We’ll get to that, but let’s finish off looking at the Foruth principle.

. . . daily throughout the project

Yes. The Fourth Agile Principle expects you to work with your customer daily throughout the project. The reason for this is obvious – you’re in touch with the people you’re doing work for. Talking to them and communicating with them to get questions answered, get feedback, etc. means two things:

  • You’re better directed towards the goal (even when it changes).
  • It develops good teamwork (which leads to informal improvements).

Yes, you are in contact daily, interacting, daily, and by now you’re probably thinking “how the heck can I do that?”

Ideally, you’d be in touch with people you’re doing work for all the time; indeed, ideally you’d work with them in person. In actual reality, in an age of conference calls and distributed teams, it’s a lot harder to work with people daily. I find the best way to solve this is – literally – just do your best and be aware of it.

It’s an ideal to aspire you. A few things I’ve found that help are:

  • Chat programs. Just passing an update to someone can help.
  • Email summaries and statuses. Sending quick daily updates helps.
  • Open Hours. Have a time in your schedule where someone can contact you; maybe you even sit in on a conference call or voice chat and anyone can swing by.
  • Talk to some if not all people. If your customer contact involves multiple people, touch base and work with as many of them as you can, even if it can’t be or doesn’t need to be all.
  • Cultivate customer communication. Help the customer develop this communicate-with-team attitude as well.
  • Radiators. Have some kind of chart, status sheet, document dump, working beta, that people can look at and use to get update. It’s passive communication, but it’s something.

I tend to solve the need for regular communication by mixing regular methods (daily updates, radiators) and informal (using chat programs and upates). Combined together, people stay in touch overall, even if individual methods don’t cover everyone.

And yes, trying to convince people daily communication is a good idea may be hard. If you’ve got people who are heads down, who like their privacy, etc. it may be harder. Cultivating this is going to be a bit of work.

Ultimately, I find this part of the Fourth Principle ultimately wraps up with the first part. You work together, you cooperate. As you do so, you’re better able to communicate daily because you’re more of a team.

But there’s a complication . . .

The Fourth Principle’s Complication: Client and Audience

The Fourth principle may sound hard to implement, but it’s an easy one – except but there’s another wrinkle. There’s the customer and then there’s the audience . . .

If you’re doing a logo, it’s easy – the customer asks for a logo. You make it. The customer’s customers, the “audience” may or may not like it, but it’s probably no big deal.

But what if you’re making a tutorial? Someone may ask you to make that tutorial, and you work as a team, but isnt the audience someone you need to keep in mind, because that tutorial is for THEM. The audience is also a bit more of a customer.

Now take this all the way; you’re an author. You have no direct customer or customer team, just a lot of readers, some of which you’re in touch with some of which you aren’t. How do you collaborate with that ?

When working to use the Fourth Principle as guidance, you’ll need to understand just who the customer is and just who the audience is. It might not be easy.

Rounding Up

Let’s review the Fourth Agile Principle for Creatives:

  • Delivering useable work focuses your efforts on what to deliver and how to deliver.
  • By delivering work as early as possible, you get feedback on the work you’ve done, which improves the results and communications.
  • Delivering work frequently creates feedback, communication, trust, and transparency.
  • Frequent delivery of useable work requires you to develop the best way to deliver, improving how you operate.
  • The shorter the timeframe the better, as it increases all the advantages of delivering useable work.
  • Frequent delivery of work provides direction, guidance, communication, and builds trust – areas that creative work needs, but that are also very challenging.

One simple Principle that packs a lot of benefits – and a lot of challenges – in. Worth taking to heart, just be ready for the actions it’ll take to make it real.

But, you’re someone that probably wants to improve and grow – as does everyone on your team. Let’s look at that in the Fifth Agile Principle.

– Steve