Daily commute photo
welcome to my blargh |
now with 88.333% more desu. repeating of course. |
This was a recent find surfing the internet. Sara is a tech evangelist at Microsoft, formerly program manager for Codeplex. It was in this position that she literally jumped off of a building during TechEd in New Zealand.
You can view the short and sweet version:
Or view the longer, more fulfilling version:

Peopleware is a classic text on why most companies fail at software and what managers of development can do to avoid this failure. DeMarco and Lister decry the status quo of Corporate America taking on everything from building design to quality requirements and time estimates. What they say about the psychological need for quiet space and natural lighting hit home for me - these are all things we know to be true but it's great to hear someone else say it.
Most of their conclusions seem like common sense or at least conventional knowledge. I wish more of their data was collected more scientifically, but the authors are software consultants and this is just what they've observed.
Peopleware was originally published in 1987, and again in 1999. The second edition includes eight new chapters. I found the new chapters to be strikingly different in tone. By their own admission the new chapters were a result of another decade of experience and include a change in perspective. While the original content focused very sharply on identifying the things that organizations did to make software fail from an outside view, the new chapters could be considered almost a manager's handbook of how to keep that from happening.
This was a very enjoyable read, and is definitely a resource I will return to again and again for inspiration onĀ
"Why can't we build software like we build bridges?"
Because when you build a bridge, the shoreline doesn't change and you don't redesign the purpose of the bridge every six months.
I swear, if I see another one of you sporting two fast tanking weapons I'm going to lose it.
The major problem with the Halo games are that they are drop dead, gorgeous examples of what not to do when making a game. They are just really bad, and I'm continually puzzled as to their popularity.